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Only do armor progress hack in ddrace controller
Only mess with the characters armor in ddrace controllers. This allows other game modes to use the armor as actual armor.
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@ -260,7 +260,7 @@ void CCharacter::HandleNinja()
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GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(VERSION_DDNET_NEW_HUD));
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GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(VERSION_DDNET_NEW_HUD));
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}
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}
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m_Armor = clamp(10 - (NinjaTime / 15), 0, 10);
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GameServer()->m_pController->SetArmorProgress(this, NinjaTime);
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// force ninja Weapon
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// force ninja Weapon
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SetWeapon(WEAPON_NINJA);
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SetWeapon(WEAPON_NINJA);
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@ -2055,7 +2055,7 @@ void CCharacter::ForceSetRescue(int RescueMode)
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void CCharacter::DDRaceTick()
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void CCharacter::DDRaceTick()
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{
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{
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mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input));
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mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input));
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m_Armor = clamp(10 - (m_FreezeTime / 15), 0, 10);
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GameServer()->m_pController->SetArmorProgress(this, m_FreezeTime);
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if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
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if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
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m_LastMove = Server()->Tick();
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m_LastMove = Server()->Tick();
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@ -95,6 +95,7 @@ public:
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virtual void OnCharacterSpawn(class CCharacter *pChr);
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virtual void OnCharacterSpawn(class CCharacter *pChr);
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virtual void HandleCharacterTiles(class CCharacter *pChr, int MapIndex);
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virtual void HandleCharacterTiles(class CCharacter *pChr, int MapIndex);
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virtual void SetArmorProgress(CCharacter *pCharacer, int Progress){};
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/*
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/*
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Function: OnEntity
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Function: OnEntity
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@ -112,6 +112,11 @@ void CGameControllerDDRace::HandleCharacterTiles(CCharacter *pChr, int MapIndex)
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}
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}
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}
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}
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void CGameControllerDDRace::SetArmorProgress(CCharacter *pCharacer, int Progress)
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{
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pCharacer->SetArmor(clamp(10 - (Progress / 15), 0, 10));
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}
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void CGameControllerDDRace::OnPlayerConnect(CPlayer *pPlayer)
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void CGameControllerDDRace::OnPlayerConnect(CPlayer *pPlayer)
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{
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{
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IGameController::OnPlayerConnect(pPlayer);
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IGameController::OnPlayerConnect(pPlayer);
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@ -13,6 +13,7 @@ public:
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CScore *Score();
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CScore *Score();
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void HandleCharacterTiles(class CCharacter *pChr, int MapIndex) override;
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void HandleCharacterTiles(class CCharacter *pChr, int MapIndex) override;
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void SetArmorProgress(CCharacter *pCharacer, int Progress) override;
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void OnPlayerConnect(class CPlayer *pPlayer) override;
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void OnPlayerConnect(class CPlayer *pPlayer) override;
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void OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason) override;
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void OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason) override;
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