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authoroy <Tom_Adams@web.de>2011-01-08 11:34:19 +0100
committeroy <Tom_Adams@web.de>2011-01-08 11:34:19 +0100
commitdf47aedbfebd9d5ab71cb8aeeede83a77c36de95 (patch)
treef69e1083a8da580265fd139807588ac21e722bc1 /src/game/server/entity.cpp
parent26f7c67895dd49e8ed91bf7a4c67aff485119087 (diff)
downloadzcatch-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/entity.cpp')
-rw-r--r--src/game/server/entity.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/game/server/entity.cpp b/src/game/server/entity.cpp
index 1f37d167..5241c06b 100644
--- a/src/game/server/entity.cpp
+++ b/src/game/server/entity.cpp
@@ -50,3 +50,9 @@ int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos)
 		return 1;
 	return 0;
 }
+
+bool CEntity::GameLayerClipped(vec2 CheckPos)
+{
+	return round(CheckPos.x)/32 < -200 || round(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 ||
+			round(CheckPos.y)/32 < -200 || round(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false;
+}