cl_friends_ignore_clan
to ignore the clan CCharacter::HandleTiles
does most of it like this/ if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
{
Freeze();
}
else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_Core.m_DeepFrozen)
UnFreeze();
CCharacter::HandleSkippableTiles
in game/server/entities/character.cpp and is probably what you want
// handle death-tiles and leaving gamelayer
if((Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
!m_Core.m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(GameLayerClipped(m_Pos))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(condition) {
doOneThing();
}
if(otherCondition)
doOneOtherThing();
CCharacter::HandleSkippableTiles
in game/server/entities/character.cpp and is probably what you want
// handle death-tiles and leaving gamelayer
if((Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
!m_Core.m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(GameLayerClipped(m_Pos))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
fn foo(): str { return "hello"; }
m_Core.m_IsInFreeze = false
in character.cpp
(server-side). it remembers the location for rescue when the tee is not in freeze and not in the air with SetRescue();
m_Core.m_IsInFreeze = false
in character.cpp
(server-side). it remembers the location for rescue when the tee is not in freeze and not in the air with SetRescue();