Fix plr_pipeline being a ten times upscaled version of a middle finger

Stage 2 & 3 reset the info we need to determine if we can move or not
This commit is contained in:
BenCat07 2021-11-26 18:39:40 +01:00
parent 42842345d2
commit 06b3f0a116

View File

@ -489,7 +489,8 @@ Vector last_destination;
bool isReady()
{
return enabled && map && map->state == NavState::Active && g_pGameRules->roundmode > 3 && (g_pTeamRoundTimer->GetRoundState() != RT_STATE_SETUP || g_pLocalPlayer->team != TEAM_BLU);
// F you Pipeline
return enabled && map && map->state == NavState::Active && (GetLevelName() == "plr_pipeline" || (g_pGameRules->roundmode > 3 && (g_pTeamRoundTimer->GetRoundState() != RT_STATE_SETUP || g_pLocalPlayer->team != TEAM_BLU)));
}
bool isPathing()
@ -872,7 +873,8 @@ void CreateMove()
}
round_states round_state = g_pTeamRoundTimer->GetRoundState();
// Still in setuptime, if on fitting team, then do not path yet
if (round_state == RT_STATE_SETUP && g_pLocalPlayer->team == TEAM_BLU)
// F you Pipeline
if (round_state == RT_STATE_SETUP && GetLevelName() != "plr_pipeline" && g_pLocalPlayer->team == TEAM_BLU)
{
if (navparser::NavEngine::isPathing())
navparser::NavEngine::cancelPath();