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Deactivate satchels on disconnect.

halloween
Night Owl 8 years ago
parent
commit
4800c0d54c
  1. 18
      dlls/client.cpp

18
dlls/client.cpp

@ -110,14 +110,12 @@ void ClientDisconnect( edict_t *pEntity )
WRITE_STRING( text ); WRITE_STRING( text );
MESSAGE_END(); MESSAGE_END();
CSound *pSound; CSound *pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) );
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) );
// since this client isn't around to think anymore, reset their sound.
if( pSound )
{ {
// since this client isn't around to think anymore, reset their sound. pSound->Reset();
if( pSound )
{
pSound->Reset();
}
} }
// since the edict doesn't get deleted, fix it so it doesn't interfere. // since the edict doesn't get deleted, fix it so it doesn't interfere.
@ -125,6 +123,12 @@ void ClientDisconnect( edict_t *pEntity )
pEntity->v.solid = SOLID_NOT;// nonsolid pEntity->v.solid = SOLID_NOT;// nonsolid
UTIL_SetOrigin( &pEntity->v, pEntity->v.origin ); UTIL_SetOrigin( &pEntity->v, pEntity->v.origin );
CBasePlayer *pl = (CBasePlayer *)CBaseEntity::Instance( pEntity );
if( pl->HasNamedPlayerItem( "weapon_satchel" ) )
{
DeactivateSatchels( pl );
}
g_pGameRules->ClientDisconnected( pEntity ); g_pGameRules->ClientDisconnected( pEntity );
} }

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