Disable ninja jetpack when player has telegun

Required for map Taceht because of weapon tele interaction with jetpack

As requested by Cøke
This commit is contained in:
def 2020-11-16 15:09:03 +01:00
parent 8936cc3338
commit c0b48ad89f

View file

@ -470,7 +470,7 @@ void CCharacter::FireWeapon()
case WEAPON_GUN:
{
if(!m_Jetpack || !m_pPlayer->m_NinjaJetpack)
if(!m_Jetpack || !m_pPlayer->m_NinjaJetpack || m_Core.m_HasTelegunGun)
{
int Lifetime;
if(!m_TuneZone)
@ -1119,7 +1119,7 @@ void CCharacter::SnapCharacter(int SnappingClient, int ID)
}
// change eyes, use ninja graphic and set ammo count if player has ninjajetpack
if(m_pPlayer->m_NinjaJetpack && m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN && !m_DeepFreeze && !(m_FreezeTime > 0 || m_FreezeTime == -1))
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)
{
if(Emote == EMOTE_NORMAL)
Emote = EMOTE_HAPPY;
@ -1257,7 +1257,7 @@ void CCharacter::Snap(int SnappingClient)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HOOK;
if(m_SuperJump)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
if(m_Jetpack || m_NinjaJetpack)
if(m_Jetpack || (m_NinjaJetpack && !m_Core.m_HasTelegunGun))
pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK;
if(m_Hit & DISABLE_HIT_GRENADE)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT;