diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 0df1e81b..60619bf9 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -9679,11 +9679,13 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void ) return; } + /* if ( is_client ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[43] ); return;//hayden disable climbing roof } + */ INT8 bNewDirection; UINT8 ubWhoIsThere; diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 75265649..4625b94b 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -5278,6 +5278,10 @@ UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOL // fired at completely random trajectories. void FireFragments( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection ) { + // WANNE: Disable Fragments in a multiplayer game, because this can lead to crashes when stepping on mines, ... + if (is_networked) + return; + UINT16 usNumFragments = Explosive[Item[usItem].ubClassIndex].usNumFragments; UINT16 ubFragRange = Explosive[Item[usItem].ubClassIndex].ubFragRange;