Use PMove_SetSize() to get accurate bbox info.

This commit is contained in:
Marco Cawthorne 2021-05-16 23:12:47 +02:00
parent 13193ccd23
commit 73517a0858
2 changed files with 7 additions and 2 deletions

View file

@ -48,7 +48,6 @@ View_UpdateWeapon(entity vm, entity mflash)
mflash.skeletonindex = skel_create(vm.modelindex);
pSeat->m_iVMBones = skel_get_numbones(mflash.skeletonindex) + 1;
player pl = (player)pSeat->m_ePlayer;
if (getplayerkeyfloat(pl.entnum-1, "*team") == TEAM_CT) {
setcustomskin(pSeat->m_eViewModel, "", "geomset 0 2\ngeomset 1 1\n");
} else {

View file

@ -29,6 +29,12 @@
#define PHY_VIEWPOS [0,0,18]
#define PHY_VIEWPOS_CROUCHED [0,0,12]
#define PHY_HULL_MIN [-16,-16,-36]
#define PHY_HULL_MAX [16,16,36]
#define PHY_HULL_CROUCHED_MIN [-16,-16,-18]
#define PHY_HULL_CROUCHED_MAX [16,16,18]
.float waterlevel;
.float watertype;
@ -138,7 +144,7 @@ GamePMove_Fall(player target, float impactspeed)
if (impactspeed > 580) {
#ifdef SERVER
float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580)) * 0.75f;
Damage_Apply(target, world, fFallDamage, 0, DMG_FALL);
Damage_Apply(target, world, fFallDamage, 0, DMG_FALL | DMG_SKIP_ARMOR);
if (random() < 0.5)
sound(target, CHAN_AUTO, "player/pl_pain2.wav", 1.0, ATTN_NORM);