world.angles should be ignored for compat reasons (fixes e3m3 and a few custom maps).

This commit is contained in:
Shpoike 2020-08-22 04:34:36 +01:00
parent 2885bcae83
commit 17f5210a14

View file

@ -830,7 +830,7 @@ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t max
VectorSubtract (end, offset, end_l);
// trace a line through the apropriate clipping hull
if (ent->v.solid == SOLID_BSP && (ent->v.angles[0]||ent->v.angles[1]||ent->v.angles[2]) && pr_checkextension.value)
if (ent->v.solid == SOLID_BSP && (ent->v.angles[0]||ent->v.angles[1]||ent->v.angles[2]) && pr_checkextension.value && qcvm->edicts != ent) //don't rotate the world entity's collisions (its not networked, and some maps are buggy, resulting in screwed collisions)
{
#define DotProductTranspose(v,m,a) ((v)[0]*(m)[0][a] + (v)[1]*(m)[1][a] + (v)[2]*(m)[2][a])
vec3_t axis[3], start_r, end_r, tmp;