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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
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501fa5ab18
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1c2a421648
2 changed files with 2 additions and 2 deletions
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@ -2745,7 +2745,7 @@ bool AvHSHUGetCanDropItem(vec3_t& ioCenter, Vector& inMinSize, Vector& inMaxSize
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//adjust origin to be base
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//adjust origin to be base
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float theOrigin[3] = { ioCenter[0], ioCenter[1], ioCenter[2] + inMinSize[2] };
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float theOrigin[3] = { ioCenter[0], ioCenter[1], ioCenter[2] + inMinSize[2] };
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CollisionChecker Checker(pmove, kHLPointHullIndex, CollisionChecker::HULL_TYPE_ALL, inIgnorePlayers, CollisionChecker::IGNORE_INTANGIBLE, inIgnoreIndex);
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CollisionChecker Checker(pmove, kHLPointHullIndex, CollisionChecker::HULL_TYPE_ALL, inIgnorePlayers, CollisionChecker::IGNORE_NONE, inIgnoreIndex);
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bool theCanDropItem = (Checker.GetContentsInCylinder(theOrigin,theRadius,theHeight) != CONTENTS_SOLID);
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bool theCanDropItem = (Checker.GetContentsInCylinder(theOrigin,theRadius,theHeight) != CONTENTS_SOLID);
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@ -322,7 +322,7 @@ void AvHWeldable::UpdateEntityState()
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//this->pev->solid = 5;
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//this->pev->solid = 5;
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this->pev->solid = SOLID_NOT;
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this->pev->solid = SOLID_NOT;
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this->pev->effects = EF_NODRAW;
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//this->pev->effects = EF_NODRAW;
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this->pev->takedamage = DAMAGE_NO;
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this->pev->takedamage = DAMAGE_NO;
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this->pev->deadflag = DEAD_DEAD;
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this->pev->deadflag = DEAD_DEAD;
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