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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.h
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.h')
-rw-r--r--src/game/server/entity.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/server/entity.h b/src/game/server/entity.h
index b088864d..dc50daca 100644
--- a/src/game/server/entity.h
+++ b/src/game/server/entity.h
@@ -137,7 +137,8 @@ public:
 	*/
 	int NetworkClipped(int SnappingClient);
 	int NetworkClipped(int SnappingClient, vec2 CheckPos);
-		
+	
+	bool GameLayerClipped(vec2 CheckPos);
 
 	/*
 		Variable: proximity_radius