In UR_Deployable_Mine the following code block is listed twice consecutively. Is it supposed to be like that or can I delete the second block?
// If weapon's instigator isn't replicated to client, wait for it in PendingClientWeaponSet state if( InvManager == None ) { //WeaponLog("InvManager == None, going to PendingClientWeaponSet", "Weapon::ClientWeaponSet"); GotoState('PendingClientWeaponSet'); return; }There is also a small problem with the mines. If the mine's owner is killed before the mine is triggered, the mine becomes owner-less.
For example:
Blue drops a mine, Blue is killed by Red, and then Red steps on the mine. Red loses a point for suiciding on the mine, because the game doesn't remember that the mine belongs to Blue.
Do any of you know how to fix this? I know that the Shape Charge does not have this problem.