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Fix manual target being wrong entity
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parent
5a5ea13756
commit
0e7a48b609
2 changed files with 3 additions and 2 deletions
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@ -231,6 +231,7 @@ public Action OnTakeDamageAlive(int victim, int& attacker, int& inflictor, float
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}
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public void OnMapEnd() {
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manualTarget = -1;
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ClearTurrets();
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}
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@ -261,7 +262,7 @@ public void OnEntityDestroyed(int entity) {
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public Action Command_SpawnTurret(int client, int args) {
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float pos[3];
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GetClientEyePosition(client, pos);
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pos[2] += 20.0;
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pos[2] += 40.0;
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int base = CreateParticleNamed(ENT_PORTAL_NAME, PARTICLE_ELMOS, pos, NULL_VECTOR);
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SetupTurret(base, TURRET_ACTIVATION_TIME);
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ReplyToCommand(client, "New turret (%d) will activate in %.0f seconds", base, TURRET_ACTIVATION_TIME);
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@ -642,7 +643,7 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
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// Run a ray trace to find a suitable position
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// TODO: Possibly run per-turret for more accurate preview... but it's already lag fest
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TR_TraceRayFilter(orgPos, angles, MASK_SHOT, RayType_Infinite, Filter_ManualTarget);
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if(!IsValidEntity(manualTarget)) manualTarget = CreateTarget(aimPos, MANUAL_TARGETNAME);
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if(manualTarget <= 0 || !IsValidEntity(manualTarget)) manualTarget = CreateTarget(aimPos, MANUAL_TARGETNAME);
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// Disable aim snapping if player is holding WALK (which is apparently IN_SPEED)
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bool aimSnapping = ~buttons & IN_SPEED > 0;
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