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Some Fixes
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ca54f1d7c7
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@ -1018,9 +1018,9 @@ void CCharacter::HandleTiles(int Index)
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m_Core.m_Jumped = 0;
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m_Core.m_Jumped = 0;
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}
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}
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// handle switch tiles
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// handle switch tiles
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if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHOPEN)
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if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER)
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSWitchNumber(MapIndex)].m_Status[Team()] = true;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSWitchNumber(MapIndex)].m_Status[Team()] = true;
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if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHCLOSE)
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if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER)
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSWitchNumber(MapIndex)].m_Status[Team()] = false;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSWitchNumber(MapIndex)].m_Status[Team()] = false;
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// handle speedup tiles
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// handle speedup tiles
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if(GameServer()->Collision()->IsSpeedup(MapIndex) == TILE_BOOST)
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if(GameServer()->Collision()->IsSpeedup(MapIndex) == TILE_BOOST)
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@ -1318,7 +1318,7 @@ bool CCharacter::UnFreeze()
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m_ActiveWeapon = WEAPON_GUN;
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m_ActiveWeapon = WEAPON_GUN;
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m_FreezeTime = 0;
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m_FreezeTime = 0;
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m_FreezeTick = 0;
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m_FreezeTick = 0;
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m_ReloadTimer = 0;
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if (m_ActiveWeapon==WEAPON_HAMMER) m_ReloadTimer = 0;
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -125,7 +125,7 @@ void CDragger::Snap(int SnappingClient)
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (Char && Char->m_Alive && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)) return;
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if (Char && Char->m_Alive && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)) return;
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if(Char && Char->m_Alive && m_Target && Char->Team() != m_Target->Team()) return;
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if(Char && Char->m_Alive && m_Target && m_Target->m_Alive && Char->Team() != m_Target->Team()) return;
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CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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@ -126,7 +126,7 @@ void CLaser::Snap(int SnappingClient)
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if(NetworkClipped(SnappingClient))
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if(NetworkClipped(SnappingClient))
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return;
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return;
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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if(Char && m_Owner != -1 && Char->Team() != GameServer()->GetPlayerChar(m_Owner)->Team()) return;
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if(Char && Char->m_Alive && m_Owner != -1 && Char->Team() != GameServer()->GetPlayerChar(m_Owner)->Team()) return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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pObj->m_X = (int)m_Pos.x;
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pObj->m_X = (int)m_Pos.x;
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pObj->m_Y = (int)m_Pos.y;
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pObj->m_Y = (int)m_Pos.y;
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