add latency check to trap sync too.
@@ -118,7 +118,7 @@
end
function mod:TankTrap()
- if mod:LatencyCheck() then--Laggy people can still get wrong target 10 times, so don't send sync if you fail latency check.
+ if mod:LatencyCheck() then
self:SendSync("TrapOn", LKTank)
end
end
@@ -129,7 +129,9 @@
if targetname ~= LKTank then--If scan doesn't return tank abort other scans and do other warnings.
self:UnscheduleMethod("TrapTarget")
self:UnscheduleMethod("TankTrap")--Also unschedule tanktrap since we got a scan that returned a non tank.
- self:SendSync("TrapOn", targetname)--No latency check performed in this function, if you didn't grab tank then your scan was right, lagging or not.
+ if mod:LatencyCheck() then
+ self:SendSync("TrapOn", targetname)
+ end
else
self:UnscheduleMethod("TankTrap")
self:ScheduleMethod(1, "TankTrap") --If scan returns tank schedule warnings for tank after all other scans have completed. If none of those scans return another player this will be allowed to fire.