]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Revert owner check (breaks projectile prediction)
authorMario <mario@smbclan.net>
Mon, 3 Oct 2016 14:36:34 +0000 (00:36 +1000)
committerMario <mario@smbclan.net>
Mon, 3 Oct 2016 14:36:34 +0000 (00:36 +1000)
qcsrc/server/miscfunctions.qc
qcsrc/server/weapons/weaponsystem.qc

index efb24f4e0a2efda5530a2bc56e00b73cc8a50c4f..0237a75ad9c66668abe055948e8145c5a4f79e1e 100644 (file)
@@ -1077,8 +1077,6 @@ bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher
 {
        if(SUB_OwnerCheck(this, toucher))
                return true;
-       if(toucher.owner == this.owner)
-               return true;
        if(SUB_NoImpactCheck(this, toucher))
        {
                if(this.classname == "nade")
index ff3a10a97b9af7c6e72808b0727d09b6baa733eb..05677cb3c22803ce9ba155df4a1705c1a8488b27 100644 (file)
@@ -490,7 +490,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
                                if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
                                {
-                                       this.clip_load = actor.(weaponentity).(weapon_load[this.m_switchweapon.m_id]);
+                                       this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
                                        this.clip_size = newwep.reloading_ammo;
                                }
                                else