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Allow using rescue (/r) on health pickup
Check if character is in range of health pickup and don't set rescue position if that's the case, so rescue can be used to get out of the health pickup's freeze effect. The existing `m_Core.m_IsInFreeze` is not set so this should not have any side-effects. Closes #3330.
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@ -2,6 +2,7 @@
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "character.h"
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#include "laser.h"
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#include "pickup.h"
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#include "projectile.h"
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#include <antibot/antibot_data.h>
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@ -2002,10 +2003,31 @@ void CCharacter::DDRaceTick()
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}
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}
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// check for nearby health pickups (also freeze)
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bool InHealthPickup = false;
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if(!m_Core.m_IsInFreeze)
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{
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CEntity *apEnts[9];
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int Num = GameWorld()->FindEntities(m_Pos, GetProximityRadius() + CPickup::ms_CollisionExtraSize, apEnts, std::size(apEnts), CGameWorld::ENTTYPE_PICKUP);
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for(int i = 0; i < Num; ++i)
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{
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CPickup *pPickup = static_cast<CPickup *>(apEnts[i]);
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if(pPickup->Type() == POWERUP_HEALTH)
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{
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// This uses a separate variable InHealthPickup instead of setting m_Core.m_IsInFreeze
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// as the latter causes freezebars to flicker when standing in the freeze range of a
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// health pickup. When the same code for client prediction is added, the freezebars
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// still flicker, but only when standing at the edge of the health pickup's freeze range.
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InHealthPickup = true;
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break;
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}
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}
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}
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// look for save position for rescue feature
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if(g_Config.m_SvRescue || ((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team() > TEAM_FLOCK) && Team() >= TEAM_FLOCK && Team() < TEAM_SUPER))
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{
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if(!m_Core.m_IsInFreeze && IsGrounded() && !m_Core.m_DeepFrozen)
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if(!m_Core.m_IsInFreeze && IsGrounded() && !m_Core.m_DeepFrozen && !InHealthPickup)
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{
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SetRescue();
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}
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