Reverted the ignore intangible check on building placement

This sadly means that buildings cannot be placed where destroyed func_breakables and func_weldables are. Unfortunately, the fix also meant structures could be placed inside railings which would immediately cause them to sink
This commit is contained in:
RGreenlees 2023-09-12 16:30:07 +01:00 committed by pierow
parent 501fa5ab18
commit 1c2a421648
2 changed files with 2 additions and 2 deletions

View file

@ -2745,7 +2745,7 @@ bool AvHSHUGetCanDropItem(vec3_t& ioCenter, Vector& inMinSize, Vector& inMaxSize
//adjust origin to be base //adjust origin to be base
float theOrigin[3] = { ioCenter[0], ioCenter[1], ioCenter[2] + inMinSize[2] }; float theOrigin[3] = { ioCenter[0], ioCenter[1], ioCenter[2] + inMinSize[2] };
CollisionChecker Checker(pmove, kHLPointHullIndex, CollisionChecker::HULL_TYPE_ALL, inIgnorePlayers, CollisionChecker::IGNORE_INTANGIBLE, inIgnoreIndex); CollisionChecker Checker(pmove, kHLPointHullIndex, CollisionChecker::HULL_TYPE_ALL, inIgnorePlayers, CollisionChecker::IGNORE_NONE, inIgnoreIndex);
bool theCanDropItem = (Checker.GetContentsInCylinder(theOrigin,theRadius,theHeight) != CONTENTS_SOLID); bool theCanDropItem = (Checker.GetContentsInCylinder(theOrigin,theRadius,theHeight) != CONTENTS_SOLID);

View file

@ -322,7 +322,7 @@ void AvHWeldable::UpdateEntityState()
//this->pev->solid = 5; //this->pev->solid = 5;
this->pev->solid = SOLID_NOT; this->pev->solid = SOLID_NOT;
this->pev->effects = EF_NODRAW; //this->pev->effects = EF_NODRAW;
this->pev->takedamage = DAMAGE_NO; this->pev->takedamage = DAMAGE_NO;
this->pev->deadflag = DEAD_DEAD; this->pev->deadflag = DEAD_DEAD;