Fix pain emote immunity with jetpack

This commit is contained in:
Piepow 2018-06-25 21:11:22 -04:00
parent e8d283e4f5
commit 9f61424860

View file

@ -165,7 +165,7 @@ void CCharacter::HandleJetpack()
Strength = GameServer()->Tuning()->m_JetpackStrength; Strength = GameServer()->Tuning()->m_JetpackStrength;
else else
Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength; Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength;
TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon); TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), 0, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
} }
} }
} }
@ -990,7 +990,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
else else
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/ GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/
if (!m_Jetpack || m_Core.m_ActiveWeapon != WEAPON_GUN) if (Dmg)
{ {
m_EmoteType = EMOTE_PAIN; m_EmoteType = EMOTE_PAIN;
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000; m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;