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Swap: Also switch rescue tees for /r
As reported by cheeser0613: 2player, 1die in freeze swap 2 player by /swap the other 1 also go die in freeze /practice one of them cant use /r
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@ -246,30 +246,32 @@ public:
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int m_WeaponChangeTick;
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int m_WeaponChangeTick;
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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int GetLastWeapon() { return m_LastWeapon; };
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int GetLastWeapon() { return m_LastWeapon; }
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; }
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; }
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; }
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void SetLastAction(int LastAction) { m_LastAction = LastAction; };
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void SetLastAction(int LastAction) { m_LastAction = LastAction; }
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int GetArmor() { return m_Armor; };
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int GetArmor() { return m_Armor; }
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void SetArmor(int Armor) { m_Armor = Armor; };
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void SetArmor(int Armor) { m_Armor = Armor; }
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CCharacterCore GetCore() { return m_Core; };
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CCharacterCore GetCore() { return m_Core; }
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; }
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CCharacterCore *Core() { return &m_Core; };
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CCharacterCore *Core() { return &m_Core; }
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bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
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bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; }
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void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };
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void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; }
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int GetWeaponAmmo(int Type) { return m_aWeapons[Type].m_Ammo; };
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int GetWeaponAmmo(int Type) { return m_aWeapons[Type].m_Ammo; }
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void SetWeaponAmmo(int Type, int Value) { m_aWeapons[Type].m_Ammo = Value; };
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void SetWeaponAmmo(int Type, int Value) { m_aWeapons[Type].m_Ammo = Value; }
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bool IsAlive() { return m_Alive; };
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bool IsAlive() { return m_Alive; }
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void SetNinjaActivationDir(vec2 ActivationDir) { m_Ninja.m_ActivationDir = ActivationDir; };
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void SetNinjaActivationDir(vec2 ActivationDir) { m_Ninja.m_ActivationDir = ActivationDir; }
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void SetNinjaActivationTick(int ActivationTick) { m_Ninja.m_ActivationTick = ActivationTick; };
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void SetNinjaActivationTick(int ActivationTick) { m_Ninja.m_ActivationTick = ActivationTick; }
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void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Ninja.m_CurrentMoveTime = CurrentMoveTime; };
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void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Ninja.m_CurrentMoveTime = CurrentMoveTime; }
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int GetLastAction() const { return m_LastAction; }
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int GetLastAction() const { return m_LastAction; }
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bool HasTelegunGun() { return m_Core.m_HasTelegunGun; };
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bool HasTelegunGun() { return m_Core.m_HasTelegunGun; }
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bool HasTelegunGrenade() { return m_Core.m_HasTelegunGrenade; };
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bool HasTelegunGrenade() { return m_Core.m_HasTelegunGrenade; }
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bool HasTelegunLaser() { return m_Core.m_HasTelegunLaser; };
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bool HasTelegunLaser() { return m_Core.m_HasTelegunLaser; }
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CSaveTee &GetRescueTeeRef() { return m_RescueTee; }
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};
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};
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enum
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enum
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@ -890,6 +890,7 @@ void CGameTeams::SwapTeamCharacters(CPlayer *pPlayer, CPlayer *pTargetPlayer, in
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swap(m_TeeStarted[pPlayer->GetCID()], m_TeeStarted[pTargetPlayer->GetCID()]);
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swap(m_TeeStarted[pPlayer->GetCID()], m_TeeStarted[pTargetPlayer->GetCID()]);
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swap(m_TeeFinished[pPlayer->GetCID()], m_TeeFinished[pTargetPlayer->GetCID()]);
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swap(m_TeeFinished[pPlayer->GetCID()], m_TeeFinished[pTargetPlayer->GetCID()]);
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swap(pPlayer->GetCharacter()->GetRescueTeeRef(), pTargetPlayer->GetCharacter()->GetRescueTeeRef());
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GameServer()->m_World.SwapClients(pPlayer->GetCID(), pTargetPlayer->GetCID());
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GameServer()->m_World.SwapClients(pPlayer->GetCID(), pTargetPlayer->GetCID());
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