Crashes after hitzones "fix".
This should fix that. Hopefully.
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4a823a0894
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@ -618,21 +618,32 @@ int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress,
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RETURN_META_VALUE(MRES_IGNORED, 0);
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RETURN_META_VALUE(MRES_IGNORED, 0);
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}
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}
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/*
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TRACE_LINE(v1, v2, fNoMonsters, e, ptr);
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if (ptr->pHit&&(ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT) )&&e&&(e->v.flags & (FL_CLIENT | FL_FAKECLIENT) )){
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player_t* pPlayer = GET_PLAYER_POINTER(e);
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if ( !(pPlayer->bodyhits[ENTINDEX(ptr->pHit)]&(1<<ptr->iHitgroup)) )
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ptr->flFraction = 1.0;
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}
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RETURN_META(MRES_SUPERCEDE);
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*/
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int g_hitIndex, g_canTargetGetHit, g_canShooterHitThere;
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void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) {
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void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) {
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if ( (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
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if (!pentToSkip || (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
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RETURN_META(MRES_IGNORED);
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RETURN_META(MRES_IGNORED);
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TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
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TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
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if ( (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
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if (!ptr->pHit || (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
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RETURN_META(MRES_SUPERCEDE);
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RETURN_META(MRES_SUPERCEDE);
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int hitIndex = ENTINDEX(ptr->pHit);
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g_hitIndex = ENTINDEX(ptr->pHit);
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//bool blocked = false;
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//bool blocked = false;
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int canTargetGetHit = g_zones_getHit[hitIndex] & (1 << ptr->iHitgroup);
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g_canTargetGetHit = g_zones_getHit[g_hitIndex] & (1 << ptr->iHitgroup);
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int canShooterHitThere = g_zones_toHit[ENTINDEX(pentToSkip)] & (1 << ptr->iHitgroup);
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g_canShooterHitThere = g_zones_toHit[ENTINDEX(pentToSkip)] & (1 << ptr->iHitgroup);
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if (!canTargetGetHit || !canShooterHitThere) {
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if (!g_canTargetGetHit || !g_canShooterHitThere) {
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ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
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ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
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//blocked = true;
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//blocked = true;
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}
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}
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