Add some kind of checking, so that things don't get lasatted by bunkers.
parent
88788ad501
commit
639f735b27
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@ -258,7 +258,6 @@ BOOL recvLasSat(NETQUEUE queue)
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STRUCTURE *psStruct;
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STRUCTURE *psStruct;
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uint32_t id,targetid;
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uint32_t id,targetid;
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// TODO Add some kind of checking, so that things don't get lasatted by bunkers.
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NETbeginDecode(queue, GAME_LASSAT);
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NETbeginDecode(queue, GAME_LASSAT);
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NETuint8_t(&player);
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NETuint8_t(&player);
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NETuint32_t(&id);
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NETuint32_t(&id);
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@ -269,7 +268,7 @@ BOOL recvLasSat(NETQUEUE queue)
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psStruct = IdToStruct (id, player);
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psStruct = IdToStruct (id, player);
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psObj = IdToPointer(targetid, targetplayer);
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psObj = IdToPointer(targetid, targetplayer);
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if (psStruct && psObj)
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if (psStruct && psObj && psStruct->pStructureType->psWeapStat[0]->weaponSubClass == WSC_LAS_SAT)
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{
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{
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// Give enemy no quarter, unleash the lasat
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// Give enemy no quarter, unleash the lasat
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proj_SendProjectile(&psStruct->asWeaps[0], NULL, player, psObj->pos, psObj, true, 0);
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proj_SendProjectile(&psStruct->asWeaps[0], NULL, player, psObj->pos, psObj, true, 0);
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