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Fixed a bug that made non-admins unable to see scanables upon using the tricorderFixed a bug that made non-admins unable to see scanables upon using the tricorder
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
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1 changed files with 4 additions and 3 deletions
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@ -2634,9 +2634,10 @@ static void CG_ScanForCrosshairEntity( void ) {
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CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
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CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
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cg.snap->ps.clientNum, MASK_SHOT ); //CONTENTS_SOLID|CONTENTS_BODY
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cg.snap->ps.clientNum, MASK_SHOT ); //CONTENTS_SOLID|CONTENTS_BODY
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if ( trace.entityNum >= MAX_CLIENTS && !cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
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//This was causing Scanables for non-admins to be completely unscanable. I'm not sure about the legacy, so I'm keeping this in.
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return;
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//if ( trace.entityNum >= MAX_CLIENTS && !cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
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}
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// return;
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//}
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// if the player is in fog, don't show it
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// if the player is in fog, don't show it
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content = trap_CM_PointContents( trace.endpos, 0 );
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content = trap_CM_PointContents( trace.endpos, 0 );
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