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Fixed RPG client prediction results stored in wrong pointer. (#206)

hl_urbicide
Marc-Antoine Lortie 3 years ago committed by GitHub
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  1. 4
      cl_dll/hl/hl_weapons.cpp

4
cl_dll/hl/hl_weapons.cpp

@ -899,8 +899,8 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm @@ -899,8 +899,8 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
if( player.m_pActiveItem->m_iId == WEAPON_RPG )
{
from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
to->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
to->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
}
// Make sure that weapon animation matches what the game .dll is telling us

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