mirror of
https://github.com/ddnet/ddnet.git
synced 2024-09-20 01:24:18 +00:00
Fix: Guns and draggers work for each player in a solo part individually
This commit is contained in:
parent
c8712fa394
commit
ba909bc498
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@ -21,6 +21,11 @@ CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
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m_NW = NW;
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m_CatchedTeam = CatchedTeam;
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GameWorld()->InsertEntity(this);
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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m_SoloIDs[i] = -1;
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}
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}
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void CDragger::Move()
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@ -30,177 +35,214 @@ void CDragger::Move()
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|| (m_Layer == LAYER_SWITCH
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()])))
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m_Target = 0;
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if (m_Target)
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return;
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CCharacter *Ents[MAX_CLIENTS];
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mem_zero(m_SoloEnts, sizeof(m_SoloEnts));
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int Num = GameServer()->m_World.FindEntities(m_Pos, LENGTH,
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(CEntity**) Ents, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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(CEntity**) m_SoloEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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int Id = -1;
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int MinLen = 0;
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CCharacter *Temp;
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for (int i = 0; i < Num; i++)
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{
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m_Target = Ents[i];
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if (m_Target->Team() != m_CatchedTeam)
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Temp = m_SoloEnts[i];
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if (Temp->Team() != m_CatchedTeam)
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{
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m_SoloEnts[i] = 0;
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continue;
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}
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if (m_Layer == LAYER_SWITCH
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()])
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Temp->Team()])
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{
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m_SoloEnts[i] = 0;
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continue;
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}
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int Res =
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m_NW ? GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
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m_Target->m_Pos, 0, 0) :
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Temp->m_Pos, 0, 0) :
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GameServer()->Collision()->IntersectNoLaser(m_Pos,
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m_Target->m_Pos, 0, 0);
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Temp->m_Pos, 0, 0);
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if (Res == 0)
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{
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int Len = length(m_Target->m_Pos - m_Pos);
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int Len = length(Temp->m_Pos - m_Pos);
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if (MinLen == 0 || MinLen > Len)
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{
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MinLen = Len;
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Id = i;
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}
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if (!Temp->Teams()->m_Core.GetSolo(Temp->GetPlayer()->GetCID()))
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m_SoloEnts[i] = 0;
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}
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else
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{
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m_SoloEnts[i] = 0;
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}
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}
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if (!m_Target)
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m_Target = Id != -1 ? m_SoloEnts[Id] : 0;
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if (m_Target)
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{
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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if (m_SoloEnts[i] == m_Target)
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m_SoloEnts[i] = 0;
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}
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}
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m_Target = Id != -1 ? Ents[Id] : 0;
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}
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void CDragger::Drag()
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{
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if (m_Target)
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{
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CCharacter *Target = m_Target;
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int Res = 0;
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if (!m_NW)
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Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
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m_Target->m_Pos, 0, 0);
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else
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Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
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m_Target->m_Pos, 0, 0);
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if (Res || length(m_Pos - m_Target->m_Pos) > 700)
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for (int i = -1; i < MAX_CLIENTS; i++)
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{
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m_Target = 0;
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}
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else if (length(m_Pos - m_Target->m_Pos) > 28)
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{
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vec2 Temp = m_Target->Core()->m_Vel
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+ (normalize(m_Pos - m_Target->m_Pos) * m_Strength);
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if (Temp.x > 0
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&& ((m_Target->m_TileIndex == TILE_STOP
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&& m_Target->m_TileFlags == ROTATION_270)
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|| (m_Target->m_TileIndexL == TILE_STOP
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&& m_Target->m_TileFlagsL == ROTATION_270)
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|| (m_Target->m_TileIndexL == TILE_STOPS
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&& (m_Target->m_TileFlagsL == ROTATION_90
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|| m_Target->m_TileFlagsL
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== ROTATION_270))
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|| (m_Target->m_TileIndexL == TILE_STOPA)
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|| (m_Target->m_TileFIndex == TILE_STOP
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&& m_Target->m_TileFFlags == ROTATION_270)
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|| (m_Target->m_TileFIndexL == TILE_STOP
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&& m_Target->m_TileFFlagsL == ROTATION_270)
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|| (m_Target->m_TileFIndexL == TILE_STOPS
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&& (m_Target->m_TileFFlagsL == ROTATION_90
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|| m_Target->m_TileFFlagsL
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== ROTATION_270))
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|| (m_Target->m_TileFIndexL == TILE_STOPA)
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|| (m_Target->m_TileSIndex == TILE_STOP
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&& m_Target->m_TileSFlags == ROTATION_270)
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|| (m_Target->m_TileSIndexL == TILE_STOP
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&& m_Target->m_TileSFlagsL == ROTATION_270)
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|| (m_Target->m_TileSIndexL == TILE_STOPS
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&& (m_Target->m_TileSFlagsL == ROTATION_90
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|| m_Target->m_TileSFlagsL
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== ROTATION_270))
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|| (m_Target->m_TileSIndexL == TILE_STOPA)))
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Temp.x = 0;
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if (Temp.x < 0
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&& ((m_Target->m_TileIndex == TILE_STOP
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&& m_Target->m_TileFlags == ROTATION_90)
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|| (m_Target->m_TileIndexR == TILE_STOP
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&& m_Target->m_TileFlagsR == ROTATION_90)
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|| (m_Target->m_TileIndexR == TILE_STOPS
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&& (m_Target->m_TileFlagsR == ROTATION_90
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|| m_Target->m_TileFlagsR
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== ROTATION_270))
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|| (m_Target->m_TileIndexR == TILE_STOPA)
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|| (m_Target->m_TileFIndex == TILE_STOP
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&& m_Target->m_TileFFlags == ROTATION_90)
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|| (m_Target->m_TileFIndexR == TILE_STOP
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&& m_Target->m_TileFFlagsR == ROTATION_90)
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|| (m_Target->m_TileFIndexR == TILE_STOPS
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&& (m_Target->m_TileFFlagsR == ROTATION_90
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|| m_Target->m_TileFFlagsR
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== ROTATION_270))
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|| (m_Target->m_TileFIndexR == TILE_STOPA)
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|| (m_Target->m_TileSIndex == TILE_STOP
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&& m_Target->m_TileSFlags == ROTATION_90)
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|| (m_Target->m_TileSIndexR == TILE_STOP
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&& m_Target->m_TileSFlagsR == ROTATION_90)
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|| (m_Target->m_TileSIndexR == TILE_STOPS
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&& (m_Target->m_TileSFlagsR == ROTATION_90
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|| m_Target->m_TileSFlagsR
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== ROTATION_270))
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|| (m_Target->m_TileSIndexR == TILE_STOPA)))
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Temp.x = 0;
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if (Temp.y < 0
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&& ((m_Target->m_TileIndex == TILE_STOP
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&& m_Target->m_TileFlags == ROTATION_180)
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|| (m_Target->m_TileIndexB == TILE_STOP
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&& m_Target->m_TileFlagsB == ROTATION_180)
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|| (m_Target->m_TileIndexB == TILE_STOPS
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&& (m_Target->m_TileFlagsB == ROTATION_0
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|| m_Target->m_TileFlagsB
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== ROTATION_180))
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|| (m_Target->m_TileIndexB == TILE_STOPA)
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|| (m_Target->m_TileFIndex == TILE_STOP
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&& m_Target->m_TileFFlags == ROTATION_180)
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|| (m_Target->m_TileFIndexB == TILE_STOP
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&& m_Target->m_TileFFlagsB == ROTATION_180)
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|| (m_Target->m_TileFIndexB == TILE_STOPS
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&& (m_Target->m_TileFFlagsB == ROTATION_0
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|| m_Target->m_TileFFlagsB
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== ROTATION_180))
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|| (m_Target->m_TileFIndexB == TILE_STOPA)
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|| (m_Target->m_TileSIndex == TILE_STOP
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&& m_Target->m_TileSFlags == ROTATION_180)
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|| (m_Target->m_TileSIndexB == TILE_STOP
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&& m_Target->m_TileSFlagsB == ROTATION_180)
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|| (m_Target->m_TileSIndexB == TILE_STOPS
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&& (m_Target->m_TileSFlagsB == ROTATION_0
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|| m_Target->m_TileSFlagsB
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== ROTATION_180))
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|| (m_Target->m_TileSIndexB == TILE_STOPA)))
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Temp.y = 0;
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if (Temp.y > 0
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&& ((m_Target->m_TileIndex == TILE_STOP
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&& m_Target->m_TileFlags == ROTATION_0)
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|| (m_Target->m_TileIndexT == TILE_STOP
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&& m_Target->m_TileFlagsT == ROTATION_0)
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|| (m_Target->m_TileIndexT == TILE_STOPS
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&& (m_Target->m_TileFlagsT == ROTATION_0
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|| m_Target->m_TileFlagsT
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== ROTATION_180))
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|| (m_Target->m_TileIndexT == TILE_STOPA)
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|| (m_Target->m_TileFIndex == TILE_STOP
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&& m_Target->m_TileFFlags == ROTATION_0)
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|| (m_Target->m_TileFIndexT == TILE_STOP
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&& m_Target->m_TileFFlagsT == ROTATION_0)
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|| (m_Target->m_TileFIndexT == TILE_STOPS
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&& (m_Target->m_TileFFlagsT == ROTATION_0
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|| m_Target->m_TileFFlagsT
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== ROTATION_180))
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|| (m_Target->m_TileFIndexT == TILE_STOPA)
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|| (m_Target->m_TileSIndex == TILE_STOP
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&& m_Target->m_TileSFlags == ROTATION_0)
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|| (m_Target->m_TileSIndexT == TILE_STOP
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&& m_Target->m_TileSFlagsT == ROTATION_0)
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|| (m_Target->m_TileSIndexT == TILE_STOPS
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&& (m_Target->m_TileSFlagsT == ROTATION_0
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|| m_Target->m_TileSFlagsT
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== ROTATION_180))
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|| (m_Target->m_TileSIndexT == TILE_STOPA)))
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Temp.y = 0;
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m_Target->Core()->m_Vel = Temp;
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if (i >= 0)
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Target = m_SoloEnts[i];
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if (!Target)
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continue;
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int Res = 0;
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if (!m_NW)
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Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
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Target->m_Pos, 0, 0);
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else
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Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
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Target->m_Pos, 0, 0);
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if (Res || length(m_Pos - Target->m_Pos) > 700)
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{
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Target = 0;
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if (i == -1)
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m_Target = 0;
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else
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m_SoloEnts[i] = 0;
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}
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else if (length(m_Pos - Target->m_Pos) > 28)
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{
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vec2 Temp = Target->Core()->m_Vel
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+ (normalize(m_Pos - Target->m_Pos) * m_Strength);
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if (Temp.x > 0
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&& ((Target->m_TileIndex == TILE_STOP
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&& Target->m_TileFlags == ROTATION_270)
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|| (Target->m_TileIndexL == TILE_STOP
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&& Target->m_TileFlagsL == ROTATION_270)
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|| (Target->m_TileIndexL == TILE_STOPS
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&& (Target->m_TileFlagsL == ROTATION_90
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|| Target->m_TileFlagsL
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== ROTATION_270))
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|| (Target->m_TileIndexL == TILE_STOPA)
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|| (Target->m_TileFIndex == TILE_STOP
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&& Target->m_TileFFlags == ROTATION_270)
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|| (Target->m_TileFIndexL == TILE_STOP
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&& Target->m_TileFFlagsL == ROTATION_270)
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|| (Target->m_TileFIndexL == TILE_STOPS
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&& (Target->m_TileFFlagsL == ROTATION_90
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|| Target->m_TileFFlagsL
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== ROTATION_270))
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|| (Target->m_TileFIndexL == TILE_STOPA)
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|| (Target->m_TileSIndex == TILE_STOP
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&& Target->m_TileSFlags == ROTATION_270)
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|| (Target->m_TileSIndexL == TILE_STOP
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&& Target->m_TileSFlagsL == ROTATION_270)
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|| (Target->m_TileSIndexL == TILE_STOPS
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&& (Target->m_TileSFlagsL == ROTATION_90
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|| Target->m_TileSFlagsL
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== ROTATION_270))
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|| (Target->m_TileSIndexL == TILE_STOPA)))
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Temp.x = 0;
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if (Temp.x < 0
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&& ((Target->m_TileIndex == TILE_STOP
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&& Target->m_TileFlags == ROTATION_90)
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|| (Target->m_TileIndexR == TILE_STOP
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&& Target->m_TileFlagsR == ROTATION_90)
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|| (Target->m_TileIndexR == TILE_STOPS
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&& (Target->m_TileFlagsR == ROTATION_90
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|| Target->m_TileFlagsR
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== ROTATION_270))
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|| (Target->m_TileIndexR == TILE_STOPA)
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|| (Target->m_TileFIndex == TILE_STOP
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&& Target->m_TileFFlags == ROTATION_90)
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|| (Target->m_TileFIndexR == TILE_STOP
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&& Target->m_TileFFlagsR == ROTATION_90)
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|| (Target->m_TileFIndexR == TILE_STOPS
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&& (Target->m_TileFFlagsR == ROTATION_90
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|| Target->m_TileFFlagsR
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== ROTATION_270))
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|| (Target->m_TileFIndexR == TILE_STOPA)
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|| (Target->m_TileSIndex == TILE_STOP
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&& Target->m_TileSFlags == ROTATION_90)
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|| (Target->m_TileSIndexR == TILE_STOP
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&& Target->m_TileSFlagsR == ROTATION_90)
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|| (Target->m_TileSIndexR == TILE_STOPS
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&& (Target->m_TileSFlagsR == ROTATION_90
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|| Target->m_TileSFlagsR
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== ROTATION_270))
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|| (Target->m_TileSIndexR == TILE_STOPA)))
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Temp.x = 0;
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if (Temp.y < 0
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&& ((Target->m_TileIndex == TILE_STOP
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&& Target->m_TileFlags == ROTATION_180)
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|| (Target->m_TileIndexB == TILE_STOP
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&& Target->m_TileFlagsB == ROTATION_180)
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|| (Target->m_TileIndexB == TILE_STOPS
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&& (Target->m_TileFlagsB == ROTATION_0
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|| Target->m_TileFlagsB
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== ROTATION_180))
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|| (Target->m_TileIndexB == TILE_STOPA)
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|| (Target->m_TileFIndex == TILE_STOP
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&& Target->m_TileFFlags == ROTATION_180)
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|| (Target->m_TileFIndexB == TILE_STOP
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&& Target->m_TileFFlagsB == ROTATION_180)
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|| (Target->m_TileFIndexB == TILE_STOPS
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&& (Target->m_TileFFlagsB == ROTATION_0
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|| Target->m_TileFFlagsB
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== ROTATION_180))
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|| (Target->m_TileFIndexB == TILE_STOPA)
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|| (Target->m_TileSIndex == TILE_STOP
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&& Target->m_TileSFlags == ROTATION_180)
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|| (Target->m_TileSIndexB == TILE_STOP
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&& Target->m_TileSFlagsB == ROTATION_180)
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|| (Target->m_TileSIndexB == TILE_STOPS
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&& (Target->m_TileSFlagsB == ROTATION_0
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|| Target->m_TileSFlagsB
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== ROTATION_180))
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|| (Target->m_TileSIndexB == TILE_STOPA)))
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Temp.y = 0;
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if (Temp.y > 0
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&& ((Target->m_TileIndex == TILE_STOP
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&& Target->m_TileFlags == ROTATION_0)
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|| (Target->m_TileIndexT == TILE_STOP
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&& Target->m_TileFlagsT == ROTATION_0)
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|| (Target->m_TileIndexT == TILE_STOPS
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&& (Target->m_TileFlagsT == ROTATION_0
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|| Target->m_TileFlagsT
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== ROTATION_180))
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|| (Target->m_TileIndexT == TILE_STOPA)
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|| (Target->m_TileFIndex == TILE_STOP
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&& Target->m_TileFFlags == ROTATION_0)
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|| (Target->m_TileFIndexT == TILE_STOP
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&& Target->m_TileFFlagsT == ROTATION_0)
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|| (Target->m_TileFIndexT == TILE_STOPS
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&& (Target->m_TileFFlagsT == ROTATION_0
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|| Target->m_TileFFlagsT
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== ROTATION_180))
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|| (Target->m_TileFIndexT == TILE_STOPA)
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|| (Target->m_TileSIndex == TILE_STOP
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&& Target->m_TileSFlags == ROTATION_0)
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|| (Target->m_TileSIndexT == TILE_STOP
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&& Target->m_TileSFlagsT == ROTATION_0)
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|| (Target->m_TileSIndexT == TILE_STOPS
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&& (Target->m_TileSFlagsT == ROTATION_0
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|| Target->m_TileSFlagsT
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== ROTATION_180))
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|| (Target->m_TileSIndexT == TILE_STOPA)))
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Temp.y = 0;
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Target->Core()->m_Vel = Temp;
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}
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}
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}
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}
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@ -238,63 +280,99 @@ void CDragger::Snap(int SnappingClient)
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if (((CGameControllerDDRace*) GameServer()->m_pController)->m_Teams.GetTeamState(
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m_CatchedTeam) == CGameTeams::TEAMSTATE_EMPTY)
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return;
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if (m_Target)
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CCharacter *Target= m_Target;
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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if (NetworkClipped(SnappingClient, m_Pos)
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&& NetworkClipped(SnappingClient, m_Target->m_Pos))
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if (m_SoloIDs[i] == -1)
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break;
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Server()->SnapFreeID(m_SoloIDs[i]);
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m_SoloIDs[i] = -1;
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}
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|
||||
int pos = 0;
|
||||
|
||||
for (int i = -1; i < MAX_CLIENTS; i++)
|
||||
{
|
||||
if (i >= 0)
|
||||
Target = m_SoloEnts[i];
|
||||
|
||||
if (!Target)
|
||||
continue;
|
||||
|
||||
if (Target)
|
||||
{
|
||||
if (NetworkClipped(SnappingClient, m_Pos)
|
||||
&& NetworkClipped(SnappingClient, Target->m_Pos))
|
||||
return;
|
||||
}
|
||||
else if (NetworkClipped(SnappingClient, m_Pos))
|
||||
return;
|
||||
}
|
||||
else if (NetworkClipped(SnappingClient, m_Pos))
|
||||
return;
|
||||
|
||||
CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
|
||||
CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
|
||||
|
||||
if((GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1
|
||||
|| GameServer()->m_apPlayers[SnappingClient]->m_Paused)
|
||||
&& GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
|
||||
Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
|
||||
if((GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1
|
||||
|| GameServer()->m_apPlayers[SnappingClient]->m_Paused)
|
||||
&& GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
|
||||
Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
|
||||
|
||||
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
|
||||
if (Char && Char->IsAlive()
|
||||
&& (m_Layer == LAYER_SWITCH
|
||||
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]
|
||||
&& (!Tick)))
|
||||
return;
|
||||
if (Char && Char->IsAlive())
|
||||
{
|
||||
if (Char->Team() != m_CatchedTeam)
|
||||
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
|
||||
if (Char && Char->IsAlive()
|
||||
&& (m_Layer == LAYER_SWITCH
|
||||
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]
|
||||
&& (!Tick)))
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// send to spectators only active draggers and some inactive from team 0
|
||||
if (!((m_Target && m_Target->IsAlive()) || m_CatchedTeam == 0))
|
||||
if (Char && Char->IsAlive())
|
||||
{
|
||||
if (Char->Team() != m_CatchedTeam)
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// send to spectators only active draggers and some inactive from team 0
|
||||
if (!((Target && Target->IsAlive()) || m_CatchedTeam == 0))
|
||||
return;
|
||||
}
|
||||
|
||||
CNetObj_Laser *obj;
|
||||
|
||||
if (i == -1)
|
||||
{
|
||||
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
|
||||
NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SoloIDs[pos] = Server()->SnapNewID();
|
||||
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem( // TODO: Have to free IDs again?
|
||||
NETOBJTYPE_LASER, m_SoloIDs[pos], sizeof(CNetObj_Laser)));
|
||||
pos++;
|
||||
}
|
||||
|
||||
if (!obj)
|
||||
return;
|
||||
}
|
||||
obj->m_X = (int) m_Pos.x;
|
||||
obj->m_Y = (int) m_Pos.y;
|
||||
if (Target)
|
||||
{
|
||||
obj->m_FromX = (int) Target->m_Pos.x;
|
||||
obj->m_FromY = (int) Target->m_Pos.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj->m_FromX = (int) m_Pos.x;
|
||||
obj->m_FromY = (int) m_Pos.y;
|
||||
}
|
||||
|
||||
CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
|
||||
NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
|
||||
if (!obj)
|
||||
return;
|
||||
obj->m_X = (int) m_Pos.x;
|
||||
obj->m_Y = (int) m_Pos.y;
|
||||
if (m_Target)
|
||||
{
|
||||
obj->m_FromX = (int) m_Target->m_Pos.x;
|
||||
obj->m_FromY = (int) m_Target->m_Pos.y;
|
||||
int StartTick = m_EvalTick;
|
||||
if (StartTick < Server()->Tick() - 4)
|
||||
StartTick = Server()->Tick() - 4;
|
||||
else if (StartTick > Server()->Tick())
|
||||
StartTick = Server()->Tick();
|
||||
obj->m_StartTick = StartTick;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj->m_FromX = (int) m_Pos.x;
|
||||
obj->m_FromY = (int) m_Pos.y;
|
||||
}
|
||||
|
||||
int StartTick = m_EvalTick;
|
||||
if (StartTick < Server()->Tick() - 4)
|
||||
StartTick = Server()->Tick() - 4;
|
||||
else if (StartTick > Server()->Tick())
|
||||
StartTick = Server()->Tick();
|
||||
obj->m_StartTick = StartTick;
|
||||
}
|
||||
|
||||
CDraggerTeam::CDraggerTeam(CGameWorld *pGameWorld, vec2 Pos, float Strength,
|
||||
|
|
|
@ -15,6 +15,9 @@ class CDragger: public CEntity
|
|||
CCharacter * m_Target;
|
||||
bool m_NW;
|
||||
int m_CatchedTeam;
|
||||
|
||||
CCharacter * m_SoloEnts[MAX_CLIENTS];
|
||||
int m_SoloIDs[MAX_CLIENTS];
|
||||
public:
|
||||
|
||||
CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
#include <engine/shared/config.h>
|
||||
#include <game/generated/protocol.h>
|
||||
#include <game/server/gamecontext.h>
|
||||
#include <game/server/teams.h>
|
||||
|
||||
#include "gun.h"
|
||||
#include "plasma.h"
|
||||
|
||||
|
@ -66,6 +68,22 @@ void CGun::Fire()
|
|||
m_LastFire = Server()->Tick();
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < Num; i++)
|
||||
{
|
||||
CCharacter *Target = Ents[i];
|
||||
if (Target->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID()))
|
||||
{
|
||||
if (IdInTeam[Target->Team()] != i)
|
||||
{
|
||||
int res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos,0,0,false);
|
||||
if (!res)
|
||||
{
|
||||
new CPlasma(&GameServer()->m_World, m_Pos, normalize(Target->m_Pos - m_Pos), m_Freeze, m_Explosive, Target->Team());
|
||||
m_LastFire = Server()->Tick();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue