o Uses "new" hitbox code

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@145 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
tankefugl 2005-05-29 11:38:53 +00:00
parent b5590dd5d9
commit 97e544e685
1 changed files with 2 additions and 2 deletions

View File

@ -1408,14 +1408,14 @@ void AvHSUServerTraceBullets(const Vector& inStart, const Vector& inEnd, IGNORE_
outProtected = false;
// This is the old way that doesn't take into account skulk rotation.
UTIL_TraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
//UTIL_TraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
// TEMP removed the skulk hitboxes since it's too risky for the LAN.
// joev: 0000573
// this was commented out meaning that it was just stock tracelines, not using Max M's superb hitbox collision code.
// Now *all* hitboxes perform as expected and the crouched fade can be shot pretty much anywhere on the model
// (allowing for about a 5% visual disparity)
//AvHTraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
AvHTraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
// :joev
CBaseEntity* theEntityHit = CBaseEntity::Instance(outTraceResult.pHit);