diff --git a/AutismBotIngame/scripting/autism_bot_info.sp b/AutismBotIngame/scripting/autism_bot_info.sp index 3ed4c1fe..a08adb3b 100644 --- a/AutismBotIngame/scripting/autism_bot_info.sp +++ b/AutismBotIngame/scripting/autism_bot_info.sp @@ -110,18 +110,16 @@ public MRESReturn OnGetRunCmdPre(int entity, Handle hReturn) return MRES_Ignored; //check here if fell off edge, if did change some boolean around tell it to OnPlayerRunCmd when still on ground there - if (IsValidClient(entity) && IsPlayerAlive(entity) && !(GetEntityFlags(entity) & FL_ONGROUND) && !has_to_jump_bots[entity]) + if (IsValidClient(entity) && IsPlayerAlive(entity) && !(GetEntityFlags(entity) & FL_ONGROUND) && !has_to_jump_bots[entity] + && is_bot_player(entity)) { has_to_jump_bots[entity] = 1; } - return MRES_Supercede; + return MRES_Ignored; } -// -// Fix ladder tp aswell, they fail getting up ladders sometimes with the change. otherwise good -// public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2]) { //we use info we just got from OnPlayerRunCmdPre to determine if to jump