From a4752715da43998f17be30a4106b00c5a16030ae Mon Sep 17 00:00:00 2001 From: Mario Date: Tue, 4 Oct 2016 00:36:34 +1000 Subject: [PATCH] Revert owner check (breaks projectile prediction) --- qcsrc/server/miscfunctions.qc | 2 -- qcsrc/server/weapons/weaponsystem.qc | 2 +- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/qcsrc/server/miscfunctions.qc b/qcsrc/server/miscfunctions.qc index efb24f4e0..0237a75ad 100644 --- a/qcsrc/server/miscfunctions.qc +++ b/qcsrc/server/miscfunctions.qc @@ -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") diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index ff3a10a97..05677cb3c 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -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 -- 2.39.2