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Merge pull request #30 from Mezzokoko/master
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Fixed the coop equipment exploit properly
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eezstreet committed Feb 18, 2017
2 parents 120db01 + 5e048a5 commit 2899e92
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Showing 2 changed files with 3 additions and 3 deletions.
2 changes: 1 addition & 1 deletion Source/Game/SwatGame/Classes/Doors/SwatDoor.uc
Expand Up @@ -2502,7 +2502,7 @@ simulated function float GetQualifyTimeForC2Charge()
simulated function OnSkeletalRegionHit(ESkeletalRegion RegionHit, vector HitLocation, vector HitNormal, int Damage, class<DamageType> DamageType, Actor Instigator)
{
//if a SwatDoor's REGION_Door_BreachingSpot is hit by a ShotgunDamageType, then the door has been blasted.
if (RegionHit == REGION_Door_BreachingSpot && ClassIsChildOf( DamageType, class'Shotgun' ) && !ClassIsChildOf( DamageType, class'LessLethalSG' ) )
if (RegionHit == REGION_Door_BreachingSpot)
{
assertWithDescription(Instigator.IsA('SwatPawn'),
"[tcohen] SwatDoor::OnSkeletalRegionHit() RegionHit is REGION_Door_BreachingSpot and DamageType is FrangibleBreachingAmmo, but Instigator is not a SwatPawn.");
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4 changes: 2 additions & 2 deletions Source/Game/SwatGui/Classes/SwatLoadoutPanel.uc
Expand Up @@ -185,8 +185,8 @@ function InitialDisplay()

DisplayEquipment( Pocket(i) );

//Scrolled( Pocket(i), false);
//Scrolled( Pocket(i), true );
if ( !CheckCampaignValid( class<actor>(EquipmentList[Pocket(i)].GetObject() ) ) )
{Scrolled( Pocket(i), false);}
}

DisplayTab(ActiveTab);
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