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change tele-blocker to tele-activator
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@ -13,7 +13,7 @@ bool IsValidGameTile(int Index)
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|| (Index >= TILE_CP && Index <= TILE_THROUGH_DIR)
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|| (Index >= TILE_OLDLASER && Index <= TILE_UNLOCK_TEAM)
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|| (Index >= TILE_NPC_END && Index <= TILE_NPH_END)
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|| (Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_NO_TELE_GUN)
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|| (Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_ALLOW_TELE_GUN)
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|| (Index >= TILE_TELE_GRENADE_ENABLE && Index <= TILE_TELE_GRENADE_DISABLE)
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|| (Index >= TILE_TELE_LASER_ENABLE && Index <= TILE_TELE_LASER_DISABLE)
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|| (Index >= TILE_NPC_START && Index <= TILE_NPH_START)
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@ -35,7 +35,7 @@ bool IsValidFrontTile(int Index)
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|| (Index >= TILE_CP && Index <= TILE_THROUGH_DIR)
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|| (Index >= TILE_OLDLASER && Index <= TILE_UNLOCK_TEAM)
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|| (Index >= TILE_NPC_END && Index <= TILE_NPH_END)
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|| (Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_NO_TELE_GUN)
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|| (Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_ALLOW_TELE_GUN)
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|| (Index >= TILE_TELE_GRENADE_ENABLE && Index <= TILE_TELE_GRENADE_DISABLE)
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|| (Index >= TILE_TELE_LASER_ENABLE && Index <= TILE_TELE_LASER_DISABLE)
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|| (Index >= TILE_NPC_START && Index <= TILE_NPH_START)
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@ -154,7 +154,7 @@ enum
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TILE_BONUS = 95,
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TILE_TELE_GUN_ENABLE = 96,
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TILE_TELE_GUN_DISABLE = 97,
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TILE_NO_TELE_GUN = 98,
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TILE_ALLOW_TELE_GUN = 98,
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TILE_NPC_START = 104,
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TILE_SUPER_START,
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TILE_JETPACK_START,
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@ -199,8 +199,10 @@ void CLaser::DoBounce()
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int TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
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int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
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if (m_Type == WEAPON_RIFLE && (TileIndex == TILE_NO_TELE_GUN || TileFIndex == TILE_NO_TELE_GUN))
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m_TeleportCancelled = true;
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// Teleport is canceled if the last bounce tile is not a TILE_ALLOW_TELE_GUN.
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// Teleport also works if laser didn't bounce.
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m_TeleportCancelled =
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m_Type == WEAPON_RIFLE && (TileIndex != TILE_ALLOW_TELE_GUN && TileFIndex != TILE_ALLOW_TELE_GUN);
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}
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//m_Owner = -1;
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@ -178,7 +178,7 @@ void CProjectile::Tick()
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int TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
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int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
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if (TileIndex != TILE_NO_TELE_GUN && TileFIndex != TILE_NO_TELE_GUN)
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if (TileIndex == TILE_ALLOW_TELE_GUN || TileFIndex == TILE_ALLOW_TELE_GUN || pTargetChr)
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{
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bool Found;
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vec2 PossiblePos;
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