| 76 | } |
| 77 | |
| 78 | bool CEntity::GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *pOutPos) |
| 79 | { |
| 80 | for(int Distance = 5; Distance >= -1; Distance--) |
| 81 | { |
| 82 | *pOutPos = vec2(PlayerPos.x, PlayerPos.y - Distance); |
| 83 | if(!GameServer()->Collision()->TestBox(*pOutPos, CCharacterCore::PhysicalSizeVec2())) |
| 84 | { |
| 85 | return true; |
| 86 | } |
| 87 | } |
| 88 | return false; |
| 89 | } |
| 90 | |
| 91 | bool NetworkClipped(const CGameContext *pGameServer, int SnappingClient, vec2 CheckPos) |
| 92 | { |