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| author | oy <Tom_Adams@web.de> | 2011-01-08 11:34:19 +0100 |
|---|---|---|
| committer | oy <Tom_Adams@web.de> | 2011-01-08 11:34:19 +0100 |
| commit | df47aedbfebd9d5ab71cb8aeeede83a77c36de95 (patch) | |
| tree | f69e1083a8da580265fd139807588ac21e722bc1 /src/game/server/entities/character.cpp | |
| parent | 26f7c67895dd49e8ed91bf7a4c67aff485119087 (diff) | |
| download | zcatch-df47aedbfebd9d5ab71cb8aeeede83a77c36de95.tar.gz zcatch-df47aedbfebd9d5ab71cb8aeeede83a77c36de95.zip | |
reset flags and projectiles when leaving the game layer too much. Closes #385
Diffstat (limited to 'src/game/server/entities/character.cpp')
| -rw-r--r-- | src/game/server/entities/character.cpp | 12 |
1 files changed, 3 insertions, 9 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index e6bb0680..77755925 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -544,18 +544,12 @@ void CCharacter::Tick() m_Core.m_Input = m_Input; m_Core.Tick(true); - // handle death-tiles + // handle death-tiles and leaving gamelayer if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || - GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH) - { - Die(m_pPlayer->GetCID(), WEAPON_WORLD); - } - - // kill player when leaving gamelayer - if((int)m_Pos.x/32 < -200 || (int)m_Pos.x/32 > GameServer()->Collision()->GetWidth()+200 || - (int)m_Pos.y/32 < -200 || (int)m_Pos.y/32 > GameServer()->Collision()->GetHeight()+200) + GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || + GameLayerClipped(m_Pos)) { Die(m_pPlayer->GetCID(), WEAPON_WORLD); } |