Use PMove_SetSize() to get accurate bbox info.
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13193ccd23
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73517a0858
2 changed files with 7 additions and 2 deletions
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@ -48,7 +48,6 @@ View_UpdateWeapon(entity vm, entity mflash)
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mflash.skeletonindex = skel_create(vm.modelindex);
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pSeat->m_iVMBones = skel_get_numbones(mflash.skeletonindex) + 1;
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player pl = (player)pSeat->m_ePlayer;
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if (getplayerkeyfloat(pl.entnum-1, "*team") == TEAM_CT) {
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setcustomskin(pSeat->m_eViewModel, "", "geomset 0 2\ngeomset 1 1\n");
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} else {
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@ -29,6 +29,12 @@
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#define PHY_VIEWPOS [0,0,18]
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#define PHY_VIEWPOS_CROUCHED [0,0,12]
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#define PHY_HULL_MIN [-16,-16,-36]
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#define PHY_HULL_MAX [16,16,36]
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#define PHY_HULL_CROUCHED_MIN [-16,-16,-18]
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#define PHY_HULL_CROUCHED_MAX [16,16,18]
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.float waterlevel;
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.float watertype;
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@ -138,7 +144,7 @@ GamePMove_Fall(player target, float impactspeed)
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if (impactspeed > 580) {
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#ifdef SERVER
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float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580)) * 0.75f;
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Damage_Apply(target, world, fFallDamage, 0, DMG_FALL);
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Damage_Apply(target, world, fFallDamage, 0, DMG_FALL | DMG_SKIP_ARMOR);
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if (random() < 0.5)
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sound(target, CHAN_AUTO, "player/pl_pain2.wav", 1.0, ATTN_NORM);
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