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o Uses "new" hitbox code
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@145 67975925-1194-0748-b3d5-c16f83f1a3a1
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1 changed files with 2 additions and 2 deletions
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@ -1408,14 +1408,14 @@ void AvHSUServerTraceBullets(const Vector& inStart, const Vector& inEnd, IGNORE_
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outProtected = false;
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// This is the old way that doesn't take into account skulk rotation.
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UTIL_TraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
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//UTIL_TraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
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// TEMP removed the skulk hitboxes since it's too risky for the LAN.
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// joev: 0000573
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// this was commented out meaning that it was just stock tracelines, not using Max M's superb hitbox collision code.
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// Now *all* hitboxes perform as expected and the crouched fade can be shot pretty much anywhere on the model
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// (allowing for about a 5% visual disparity)
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//AvHTraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
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AvHTraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult);
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// :joev
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CBaseEntity* theEntityHit = CBaseEntity::Instance(outTraceResult.pHit);
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