VadaVaka

Full Version: Arena Floating Bug
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
We believe we fixed another bug in arena. The floating bug. It's on my linux server and pique tested it out and said it worked. PNG also helped test it out and he.. well... he fell out of the sky proving that it worked:D.

Pique pointed me to the right direction on fixing it. I was close in my other attempt except I put the stopobserver in the wrong spot :x.

Code:
for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
 {
 &nbsp;&nbsp;&nbsp;&nbsp;//.asm - white disc haxxx...
 &nbsp;&nbsp;&nbsp;&nbsp;// if the player is "dead" during countdown and they are not NULL
     

 &nbsp;&nbsp;&nbsp;&nbsp;CBasePlayer *pPlayer = ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i]);

 &nbsp;&nbsp;&nbsp;&nbsp;if( m_hCombatants[i] != NULL &amp;&amp; !m_hCombatants[i]->IsAlive() )
           
 &nbsp;&nbsp;&nbsp;&nbsp;{
   //SpawnCombatant( pPlayer );
   pPlayer->Spawn();
   //Miagi Stop floaters
   pPlayer->StopObserver();
     

   //UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "Spawned" );
 &nbsp;&nbsp;&nbsp;&nbsp;}
 &nbsp;&nbsp;&nbsp;&nbsp;// end hax

 &nbsp;&nbsp;&nbsp;&nbsp;if (m_hCombatants[i])
   ((CBaseEntity*)m_hCombatants[i])->pev->maxspeed = 320;
 }
soo cool

lets put them all together and market it as a new game:)