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Fixing the sound for the laser when a player DCs after shooting it
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8f927a6033
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@ -19,6 +19,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
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m_Type = Type;
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m_Type = Type;
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GameWorld()->InsertEntity(this);
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GameWorld()->InsertEntity(this);
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DoBounce();
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DoBounce();
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m_TeamMask = GameServer()->GetPlayerChar(Owner) ? GameServer()->GetPlayerChar(Owner)->Teams()->TeamMask(GameServer()->GetPlayerChar(Owner)->Team()) : 0;
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}
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}
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@ -109,10 +110,8 @@ void CLaser::DoBounce()
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if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
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if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
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m_Energy = -1;
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m_Energy = -1;
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if(OwnerChar)
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GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE, OwnerChar->Teams()->TeamMask(OwnerChar->Team()));
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GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE, OwnerChar->Teams()->TeamMask(m_TeamMask));
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else
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GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE, 0);
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}
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}
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}
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}
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else
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else
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@ -25,6 +25,7 @@ private:
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int m_Bounces;
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int m_Bounces;
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int m_EvalTick;
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int m_EvalTick;
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int m_Owner;
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int m_Owner;
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int m_TeamMask;
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// DDRace
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// DDRace
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