Revert "Stealth spell counts as being cloaked (#1147)"
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@ -73,7 +73,7 @@ void EndConVars();
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bool IsPlayerInvulnerable(CachedEntity *player);
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bool IsPlayerCritBoosted(CachedEntity *player);
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bool IsPlayerInvisible(CachedEntity *player, bool check_stealth = true);
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bool IsPlayerInvisible(CachedEntity *player);
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bool IsPlayerDisguised(CachedEntity *player);
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bool IsPlayerResistantToCurrentWeapon(CachedEntity *player);
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@ -465,7 +465,7 @@ bool ShouldAim()
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if (HasCondition<TFCond_Taunting>(g_pLocalPlayer->entity))
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return false;
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// Is cloaked
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if (IsPlayerInvisible(g_pLocalPlayer->entity, false))
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if (IsPlayerInvisible(g_pLocalPlayer->entity))
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return false;
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}
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#if ENABLE_VISUALS
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@ -315,7 +315,7 @@ void CreateMove()
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{
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if (!enabled)
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return;
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if (CE_BAD(LOCAL_E) || g_pLocalPlayer->life_state || CE_BAD(LOCAL_W) || !HasKnife() || IsPlayerInvisible(LOCAL_E, false) || CE_BYTE(LOCAL_E, netvar.m_bFeignDeathReady))
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if (CE_BAD(LOCAL_E) || g_pLocalPlayer->life_state || CE_BAD(LOCAL_W) || !HasKnife() || IsPlayerInvisible(LOCAL_E) || CE_BYTE(LOCAL_E, netvar.m_bFeignDeathReady))
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return;
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if (!CanShoot())
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return;
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@ -191,7 +191,7 @@ bool ShouldShoot()
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if (HasCondition<TFCond_Taunting>(g_pLocalPlayer->entity))
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return false;
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// Check if player is cloaked
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if (IsPlayerInvisible(g_pLocalPlayer->entity, false))
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if (IsPlayerInvisible(g_pLocalPlayer->entity))
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return false;
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if (IsAmbassador(g_pLocalPlayer->weapon()))
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@ -1488,9 +1488,9 @@ bool IsPlayerCritBoosted(CachedEntity *player)
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return HasConditionMask<KCritBoostMask.cond_0, KCritBoostMask.cond_1, KCritBoostMask.cond_2, KCritBoostMask.cond_3>(player);
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}
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bool IsPlayerInvisible(CachedEntity *player, bool check_stealth)
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bool IsPlayerInvisible(CachedEntity *player)
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{
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return HasConditionMask<KInvisibilityMask.cond_0, KInvisibilityMask.cond_1, KInvisibilityMask.cond_2, KInvisibilityMask.cond_3>(player) || (check_stealth && HasConditionMask<KStealthedMask.cond_0, KStealthedMask.cond_1, KStealthedMask.cond_2, KStealthedMask.cond_3>(player));
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return HasConditionMask<KInvisibilityMask.cond_0, KInvisibilityMask.cond_1, KInvisibilityMask.cond_2, KInvisibilityMask.cond_3>(player);
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}
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bool IsPlayerDisguised(CachedEntity *player)
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