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Fix some proj magnet issues
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parent
0b51fe19ad
commit
9d7b6add57
3 changed files with 2 additions and 3 deletions
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@ -418,7 +418,6 @@ bool IsTrollActive(int client, const char[] troll) {
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}
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static int i = 0;
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if(trollKV.GetValue(troll, i)) {
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PrintToChatAll("index: %d. val: %d", i, Trolls[i].activeFlagClients[client] );
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return Trolls[i].activeFlagClients[client] != -1;
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}
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ThrowError("Troll \"%s\" does not exist", troll);
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@ -503,9 +503,9 @@ int GetRandomThrowableMagnetTarget(ProjectileMagnetType type, int owner = -1) {
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ArrayList checkList = new ArrayList();
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && Trolls[throwMagnetIndex].IsActive(i)) {
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if(type == ProjType_Survivors && owner != i) {
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if(type == ProjType_Survivors) {
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// If the projectile is not owned by player, check if troll flag not enabled
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if(~Trolls[throwMagnetIndex].activeFlagClients[i] & view_as<int>(ProjType_Survivors)) continue;
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if(owner != i && ~Trolls[throwMagnetIndex].activeFlagClients[i] & view_as<int>(ProjType_Survivors)) continue;
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} else if(~Trolls[throwMagnetIndex].activeFlagClients[i] & view_as<int>(type)) {
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// Skip if client does not have flag
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continue;
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