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Tachi and Milso can no longer shoot underwater, water now protects from bullets #676

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2 changes: 1 addition & 1 deletion mp/src/game/shared/neo/weapons/weapon_milso.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ CWeaponMilso::CWeaponMilso()
m_flSoonestAttack = gpGlobals->curtime;
m_flAccuracyPenalty = 0.0f;

m_bFiresUnderwater = true;
m_bFiresUnderwater = false;

m_weaponSeeds = {
"milsopx",
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2 changes: 1 addition & 1 deletion mp/src/game/shared/neo/weapons/weapon_tachi.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ CWeaponTachi::CWeaponTachi()
m_fMinRange2 = 24;
m_fMaxRange2 = 200;

m_bFiresUnderwater = true;
m_bFiresUnderwater = false;
m_bIsPrimaryFireMode = true;

m_weaponSeeds = {
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6 changes: 6 additions & 0 deletions mp/src/public/bspflags.h
Original file line number Diff line number Diff line change
Expand Up @@ -123,9 +123,15 @@
// everything that blocks line of sight for players, but with monsters added.
#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
// bullets see these as solid
#ifdef NEO
#define MASK_SHOT (CONTENTS_WATER|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
// non-raycasted weapons see this as solid (includes grates)
#define MASK_SHOT_HULL (CONTENTS_WATER|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
#else
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
// non-raycasted weapons see this as solid (includes grates)
#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
#endif
// hits solids (not grates) and passes through everything else
#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
// everything normally solid, except monsters (world+brush only)
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