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Fixed RPG client prediction results stored in wrong pointer. (#206)

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Marc-Antoine Lortie 2021-11-21 05:20:38 -05:00 committed by GitHub
parent 74b5543c83
commit 3674e3f154
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@ -899,8 +899,8 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
if( player.m_pActiveItem->m_iId == WEAPON_RPG ) if( player.m_pActiveItem->m_iId == WEAPON_RPG )
{ {
from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive; to->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets; to->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
} }
// Make sure that weapon animation matches what the game .dll is telling us // Make sure that weapon animation matches what the game .dll is telling us