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-rw-r--r--src/game/server/entities/character.cpp12
-rw-r--r--src/game/server/entities/projectile.cpp2
2 files changed, 4 insertions, 10 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);
 	}
diff --git a/src/game/server/entities/projectile.cpp b/src/game/server/entities/projectile.cpp
index 5b3bc482..f5c376a2 100644
--- a/src/game/server/entities/projectile.cpp
+++ b/src/game/server/entities/projectile.cpp
@@ -67,7 +67,7 @@ void CProjectile::Tick()
 
 	m_LifeSpan--;
 	
-	if(TargetChr || Collide || m_LifeSpan < 0)
+	if(TargetChr || Collide || m_LifeSpan < 0 || GameLayerClipped(CurPos))
 	{
 		if(m_LifeSpan >= 0 || m_Weapon == WEAPON_GRENADE)
 			GameServer()->CreateSound(CurPos, m_SoundImpact);