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Xottab-DUTYantoncxx
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xrGame/PHMovementControl.cpp: fix eHitTypePhysicStrike usage (OpenXRay#382)
It should only be used in multiplayer Moved case ALife::eHitTypePhysicStrike in CPHMovementControl::ApplyHit a bit lower. (cosmetical change)
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src/xrGame/PHMovementControl.cpp

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Original file line numberDiff line numberDiff line change
@@ -102,8 +102,9 @@ static ALife::EHitType DefineCollisionHitType(u16 material_idx)
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{
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if (GMLib.GetMaterialByIdx(material_idx)->Flags.test(SGameMtl::flInjurious))
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return ALife::eHitTypeRadiation;
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return ALife::eHitTypeStrike;
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}
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else if (ShadowOfChernobylMode || ClearSkyMode)
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if (ShadowOfChernobylMode || ClearSkyMode)
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return ALife::eHitTypePhysicStrike;
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return ALife::eHitTypeStrike;
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}
@@ -1285,7 +1286,6 @@ void CPHMovementControl::ApplyHit(const Fvector& dir, const float P, ALife::EHit
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case ALife::eHitTypeBurn:; // stop
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case ALife::eHitTypeShock:; // stop
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case ALife::eHitTypeStrike:; // stop
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case ALife::eHitTypePhysicStrike: // stop
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case ALife::eHitTypeWound:
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SetVelocity(Fvector().set(0, 0, 0));
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break; // stop ;
@@ -1296,8 +1296,9 @@ void CPHMovementControl::ApplyHit(const Fvector& dir, const float P, ALife::EHit
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break; // not stop
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case ALife::eHitTypeExplosion:; // stop
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case ALife::eHitTypeFireWound:; // stop
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case ALife::eHitTypeWound_2:;
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break; // stop //knife's alternative fire
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case ALife::eHitTypeWound_2:; // stop //knife's alternative fire
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case ALife::eHitTypePhysicStrike: // stop
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break; // stop
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default: NODEFAULT;
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}
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}

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