Fixed a bug that made non-admins unable to see scanables upon using the tricorder

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
Harry Young 2013-09-22 11:21:13 +02:00
parent 42e56f91e1
commit 9c17af0bcd

View file

@ -2635,9 +2635,10 @@ static void CG_ScanForCrosshairEntity( void ) {
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
cg.snap->ps.clientNum, MASK_SHOT ); //CONTENTS_SOLID|CONTENTS_BODY
if ( trace.entityNum >= MAX_CLIENTS && !cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
return;
}
//This was causing Scanables for non-admins to be completely unscanable. I'm not sure about the legacy, so I'm keeping this in.
//if ( trace.entityNum >= MAX_CLIENTS && !cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
// return;
//}
// if the player is in fog, don't show it
int32_t content = trap_CM_PointContents( trace.endpos, 0 );