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Fix weapons not being able to be picked up if aliens touch them while falling.
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1 changed files with 9 additions and 9 deletions
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@ -800,7 +800,7 @@ void CBasePlayerItem::FallThink ( void )
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pev->fuser4 = 0;
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}
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//weapons in air for too long from collision issues with other entities change to SOLID_TRIGGER to fall to ground
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if ((pev->fuser4 > 0.7))
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else if ((pev->fuser4 > 0.7))
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{
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pev->solid = SOLID_TRIGGER;
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pev->fuser4 = 0;
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@ -928,14 +928,14 @@ void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
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SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen?
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// Haven't had the crash but adding this in case due to weapons being able to turn to SOLID_TRIGGER before touching the ground with 2021 weapon collision fix.
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// https://github.com/ValveSoftware/halflife/pull/1599
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// If the item is falling and its Think remains FallItem after the player picks it up,
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// then after the item touches the ground its Touch will be set back to DefaultTouch,
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// so the player will pick it up again, this time Kill-ing the item (since we already have it in the inventory),
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// which will make the pointer bad and crash the game.
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if (m_pfnThink == &CBasePlayerItem::FallThink)
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SetThink(NULL);
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//// 2021 - Possible fix if crashes occur. Disabled because weapons can't be picked up if aliens touch them while they're falling.
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//// https://github.com/ValveSoftware/halflife/pull/1599
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//// If the item is falling and its Think remains FallItem after the player picks it up,
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//// then after the item touches the ground its Touch will be set back to DefaultTouch,
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//// so the player will pick it up again, this time Kill-ing the item (since we already have it in the inventory),
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//// which will make the pointer bad and crash the game.
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//if (m_pfnThink == &CBasePlayerItem::FallThink)
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//SetThink(NULL);
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}
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BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
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