Flag catch and capture should now be exactly the same

This commit is contained in:
Fujnky 2010-06-03 16:42:37 +02:00
parent 00c53adffb
commit feb8894b4d

View file

@ -105,7 +105,7 @@ void CGameControllerCTF::Tick()
if(m_apFlags[fi^1] && m_apFlags[fi^1]->m_AtStand)
{
if(distance(F->m_Pos, m_apFlags[fi^1]->m_Pos) < 32)
if(distance(F->m_Pos, m_apFlags[fi^1]->m_Pos) < 28)
{
// CAPTURE! \o/
m_aTeamscore[fi^1] += 100;
@ -136,7 +136,7 @@ void CGameControllerCTF::Tick()
else
{
CCharacter *apCloseCCharacters[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(F->m_Pos, 16.0f, (CEntity**)apCloseCCharacters, MAX_CLIENTS, NETOBJTYPE_CHARACTER);
int Num = GameServer()->m_World.FindEntities(F->m_Pos, 7.0f, (CEntity**)apCloseCCharacters, MAX_CLIENTS, NETOBJTYPE_CHARACTER);
for(int i = 0; i < Num; i++)
{
if(!apCloseCCharacters[i]->IsAlive() || apCloseCCharacters[i]->GetPlayer()->GetTeam() == -1 || GameServer()->Collision()->IntersectLine(F->m_Pos, apCloseCCharacters[i]->m_Pos, NULL, NULL))