Fix skill bugs and dying-entity transmit, add radar and bomb-timer handling
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4b42670804
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17 changed files with 207 additions and 137 deletions
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@ -83,7 +83,7 @@ namespace src.player.skills
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var attackerPawn = attacker.PlayerPawn.Value;
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if (attackerPawn == null || !attackerPawn.IsValid) return false;
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var victimPawn = attacker.PlayerPawn.Value;
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var victimPawn = victim.PlayerPawn.Value;
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if (victimPawn == null || !victimPawn.IsValid) return false;
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var result = RayTrace.TraceHullShape(
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@ -123,7 +123,11 @@ namespace src.player.skills
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Vector direction = SkillUtils.GetForwardVector(targetAngle);
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Vector targetPos = victimPos - (direction * distance);
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if (CheckTeleport(attacker, victim, victimPos, targetPos, targetAngle))
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// Trace can only ignore one entity (victim); start a step out so the attacker's
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// own body in melee range doesn't clip the hull and report a false "no space".
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Vector traceStart = victimPos - (direction * 20f);
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if (CheckTeleport(attacker, victim, traceStart, targetPos, targetAngle))
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{
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attackerPawn.Teleport(targetPos, targetAngle, Vector.Zero);
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teleported = true;
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