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Only use individual character flags for collision when ddnetchar is available
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03fbb9f423
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@ -2217,6 +2217,13 @@ void CGameClient::UpdatePrediction()
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else
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m_GameWorld.TuningList()[TuneZone] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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// if ddnetcharacter is available, ignore server-wide tunings for hook and collision
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if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData)
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{
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m_GameWorld.m_Tuning[g_Config.m_ClDummy].m_PlayerCollision = 1;
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m_GameWorld.m_Tuning[g_Config.m_ClDummy].m_PlayerHooking = 1;
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}
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// restore characters from previously saved ones if they temporarily left the snapshot
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for(int i = 0; i < MAX_CLIENTS; i++)
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if(m_aLastWorldCharacters[i].IsAlive() && m_Snap.m_aCharacters[i].m_Active && !m_GameWorld.GetCharacterByID(i))
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@ -559,6 +559,9 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
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m_NoHookHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HOOK;
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m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER;
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m_Hook = !m_NoHookHit;
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m_Collision = !m_NoCollision;
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// Endless
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m_EndlessHook = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
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m_EndlessJump = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
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