Fix PLAYER_FLAG_BITS truncating m_fFlags sent to clients

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copperpixel 2025-02-27 01:01:40 +01:00 committed by GitHub
parent 238a15a79d
commit 46b8c3a544
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2 changed files with 5 additions and 5 deletions

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@ -8101,14 +8101,14 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
}
}
void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID)
void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp* pProp, const void* pStruct, const void* pVarData, DVariant* pOut, int iElement, int objectID )
{
int mask = (1<<PLAYER_FLAG_BITS) - 1;
int data = *(int *)pVarData;
int mask = ( 1 << PLAYER_FLAG_BITS ) - 1;
int data = *( int* )pVarData;
pOut->m_Int = ( data & mask );
}
// -------------------------------------------------------------------------------- //
// SendTable for CPlayerState.
// -------------------------------------------------------------------------------- //

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@ -163,7 +163,7 @@
#define FL_INWATER (1<<10) // In water
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS 11
#define PLAYER_FLAG_BITS 32
#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)