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The bug still exists but i thought why keep checking for more tees in laser/door wait for 1 tee 1st
Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
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15542a6c20
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@ -30,8 +30,13 @@ void CDoor::Close()
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bool CDoor::HitCharacter()
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{
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vec2 Points[36];
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vec2 At;
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0);
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if(Hit)
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{
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vec2 Points[36];
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Hit->m_Doored = true;
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Hit = 0;
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for(int i=1;i<=36;i++)
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{
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Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0;
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@ -65,6 +70,7 @@ bool CDoor::HitCharacter()
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Hit->m_Doored = true;
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Hit = 0;
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//hit->reset_pos();
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}
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return true;
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}
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@ -28,13 +28,18 @@ CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length)
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bool CLight::HitCharacter()
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{
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vec2 At;
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0);
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if(Hit)
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{
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vec2 Points[36];
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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for(int i=1;i<37;i++)
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{
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Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0;
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Points[i-1].y = m_Pos.y * (1 - i/38.0) + m_To.y * i / 38.0;
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}
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0);
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Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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@ -61,7 +66,7 @@ bool CLight::HitCharacter()
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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}
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return true;
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}
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