From 6d060c19357abd55e1a835fc821cc9c19eddfb28 Mon Sep 17 00:00:00 2001 From: ac_stef Date: Fri, 12 Sep 2008 14:37:00 +0000 Subject: [PATCH] flag sync fix git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2546 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- source/src/clientgame.cpp | 2 +- source/src/entities.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/source/src/clientgame.cpp b/source/src/clientgame.cpp index 9adea951..9cdfa213 100644 --- a/source/src/clientgame.cpp +++ b/source/src/clientgame.cpp @@ -560,7 +560,7 @@ void preparectf(bool cleanonly=false) loopi(2) { flaginfo &f = flaginfos[i]; - f.ack = false; + f.ack = true; f.actor = NULL; f.actor_cn = -1; f.team = i; diff --git a/source/src/entities.cpp b/source/src/entities.cpp index 28585e58..9c04691b 100644 --- a/source/src/entities.cpp +++ b/source/src/entities.cpp @@ -201,7 +201,7 @@ void checkitems(playerent *d) { flaginfo &f = flaginfos[i]; entity &e = *f.flagent; - if(!e.spawned || (f.state == CTFF_INBASE && !numflagspawn[i])) continue; + if(!e.spawned || !f.ack || (f.state == CTFF_INBASE && !numflagspawn[i])) continue; if(OUTBORD(e.x, e.y)) continue; if(f.state==CTFF_DROPPED) // 3d collision for dropped ctf flags {