fixed water/ladder tp issue probably

This commit is contained in:
jenz 2023-01-25 16:19:21 +01:00
parent 20f540256f
commit e80286157d

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@ -129,14 +129,14 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
if (!IsValidClient(client) || !IsPlayerAlive(client) || !is_bot_player[client]) return Plugin_Continue; if (!IsValidClient(client) || !IsPlayerAlive(client) || !is_bot_player[client]) return Plugin_Continue;
if ((GetEntityMoveType(client) & MOVETYPE_LADDER)) if ((GetEntityMoveType(client) & MOVETYPE_LADDER))
{ {
has_to_jump_bots[client] = 0; has_to_jump_bots[client] = 2;
GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]); GetEntPropVector(client, Prop_Send, "m_vecOrigin", coords_run_cmd[client]);
return Plugin_Continue; return Plugin_Continue;
} }
if (GetEntProp(client, Prop_Data, "m_nWaterLevel") != 0) if (GetEntProp(client, Prop_Data, "m_nWaterLevel") != 0)
{ {
has_to_jump_bots[client] = 0; has_to_jump_bots[client] = 2;
return Plugin_Continue; return Plugin_Continue;
} }
//make sure fell of an edge instead of actually jumping //make sure fell of an edge instead of actually jumping