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Disable ninja jetpack when player has telegun
Required for map Taceht because of weapon tele interaction with jetpack As requested by Cøke
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@ -470,7 +470,7 @@ void CCharacter::FireWeapon()
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case WEAPON_GUN:
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{
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if(!m_Jetpack || !m_pPlayer->m_NinjaJetpack)
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if(!m_Jetpack || !m_pPlayer->m_NinjaJetpack || m_Core.m_HasTelegunGun)
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{
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int Lifetime;
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if(!m_TuneZone)
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@ -1119,7 +1119,7 @@ void CCharacter::SnapCharacter(int SnappingClient, int ID)
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}
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// change eyes, use ninja graphic and set ammo count if player has ninjajetpack
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if(m_pPlayer->m_NinjaJetpack && m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN && !m_DeepFreeze && !(m_FreezeTime > 0 || m_FreezeTime == -1))
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if(m_pPlayer->m_NinjaJetpack && m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN && !m_DeepFreeze && !(m_FreezeTime > 0 || m_FreezeTime == -1) && !m_Core.m_HasTelegunGun)
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{
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if(Emote == EMOTE_NORMAL)
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Emote = EMOTE_HAPPY;
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@ -1257,7 +1257,7 @@ void CCharacter::Snap(int SnappingClient)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HOOK;
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if(m_SuperJump)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
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if(m_Jetpack || m_NinjaJetpack)
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if(m_Jetpack || (m_NinjaJetpack && !m_Core.m_HasTelegunGun))
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK;
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if(m_Hit & DISABLE_HIT_GRENADE)
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT;
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