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
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06b3f0a116
@ -489,7 +489,8 @@ Vector last_destination;
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bool isReady()
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{
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return enabled && map && map->state == NavState::Active && g_pGameRules->roundmode > 3 && (g_pTeamRoundTimer->GetRoundState() != RT_STATE_SETUP || g_pLocalPlayer->team != TEAM_BLU);
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// F you Pipeline
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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)));
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}
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bool isPathing()
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@ -872,7 +873,8 @@ void CreateMove()
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}
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round_states round_state = g_pTeamRoundTimer->GetRoundState();
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// Still in setuptime, if on fitting team, then do not path yet
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if (round_state == RT_STATE_SETUP && g_pLocalPlayer->team == TEAM_BLU)
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// F you Pipeline
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if (round_state == RT_STATE_SETUP && GetLevelName() != "plr_pipeline" && g_pLocalPlayer->team == TEAM_BLU)
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{
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if (navparser::NavEngine::isPathing())
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navparser::NavEngine::cancelPath();
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