diff --git a/src/game/server/entities/dragger.cpp b/src/game/server/entities/dragger.cpp index 4a567d9e1..0a53e1c86 100644 --- a/src/game/server/entities/dragger.cpp +++ b/src/game/server/entities/dragger.cpp @@ -63,7 +63,8 @@ void CDragger::LookForPlayersToDrag() CCharacter *pPlayersInRange[MAX_CLIENTS]; mem_zero(pPlayersInRange, sizeof(pPlayersInRange)); - int NumPlayersInRange = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvDraggerRange, + int NumPlayersInRange = GameServer()->m_World.FindEntities(m_Pos, + g_Config.m_SvDraggerRange - CCharacter::ms_PhysSize, (CEntity **)pPlayersInRange, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); // The closest player (within range) in a team is selected as the target diff --git a/src/game/server/entities/dragger_beam.cpp b/src/game/server/entities/dragger_beam.cpp index 4938d404c..0975f3f40 100644 --- a/src/game/server/entities/dragger_beam.cpp +++ b/src/game/server/entities/dragger_beam.cpp @@ -46,8 +46,7 @@ void CDraggerBeam::Tick() !GameServer()->Collision()->IntersectNoLaser(m_Pos, pTarget->m_Pos, 0, 0); // This check is necessary because the check in CDragger::LookForPlayersToDrag only happens every 150ms if(!IsReachable || - distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange + pTarget->GetProximityRadius() || - !pTarget->IsAlive()) + distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange || !pTarget->IsAlive()) { Reset(); return;