Fix teleport rifle "backtracking" logic, now pretty sure about this

This commit is contained in:
Tim Schumacher 2018-07-15 23:33:49 +02:00
parent ea68ef201f
commit a3a4d4f519
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@ -187,7 +187,7 @@ void CLaser::DoBounce()
if(pHit)
Found = GetNearestAirPosPlayer(pHit->m_Pos, &PossiblePos);
else
Found = GetNearestAirPos(Coltile, m_Pos, &PossiblePos);
Found = GetNearestAirPos(m_Pos, m_From, &PossiblePos);
if (Found && PossiblePos)
{