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SERVER/FTE: Add a proper fix for collision restoration
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72c1a8e70d
commit
a207108dc2
3 changed files with 33 additions and 27 deletions
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@ -793,11 +793,25 @@ void() AI_SetAllEnemiesBBOX =
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// First target zombies
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list = find(world, classname, "ai_zombie");
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while (list != world) {
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list.last_solid = list.solid;
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list.solid = SOLID_BBOX;
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list.had_solid_modified = true;
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if (list.head) list.head.solid = SOLID_BBOX;
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if (list.larm) list.larm.solid = SOLID_BBOX;
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if (list.rarm) list.rarm.solid = SOLID_BBOX;
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if (list.head) {
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list.head.last_solid = list.head.solid;
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list.head.solid = SOLID_BBOX;
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list.head.had_solid_modified = true;
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}
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if (list.larm) {
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list.larm.last_solid = list.larm.solid;
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list.larm.solid = SOLID_BBOX;
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list.larm.had_solid_modified = true;
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}
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if (list.rarm) {
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list.rarm.last_solid = list.rarm.solid;
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list.rarm.solid = SOLID_BBOX;
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list.larm.had_solid_modified = true;
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}
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list = find(list, classname, "ai_zombie");
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}
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@ -805,34 +819,25 @@ void() AI_SetAllEnemiesBBOX =
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// Now Dogs
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list = find(world, classname, "ai_dog");
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while (list != world) {
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list.last_solid = list.solid;
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list.solid = SOLID_BBOX;
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list.had_solid_modified = true;
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list = find(list, classname, "ai_dog");
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}
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}
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void() AI_SetAllEnemiesCorpse =
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void() AI_RevertEnemySolidState =
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{
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entity list;
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// First target zombies
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list = find(world, classname, "ai_zombie");
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list = findfloat(world, had_solid_modified, true);
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while (list != world) {
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list.solid = SOLID_CORPSE;
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list.solid = list.last_solid;
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list.had_solid_modified = false;
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if (list.head) list.head.solid = SOLID_CORPSE;
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if (list.larm) list.larm.solid = SOLID_CORPSE;
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if (list.rarm) list.rarm.solid = SOLID_CORPSE;
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list = find(list, classname, "ai_zombie");
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}
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// Now Dogs
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list = find(world, classname, "ai_dog");
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while (list != world) {
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list.solid = SOLID_CORPSE;
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list = find(list, classname, "ai_dog");
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list = findfloat(list, had_solid_modified, true);
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}
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}
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@ -548,3 +548,8 @@ float G_PERKPOWER;
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.vector rendercolor;
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float revive_index;
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#ifdef FTE
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.float last_solid;
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.float had_solid_modified;
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#endif // FTE
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@ -32,7 +32,7 @@ void() GrenadeExplode;
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void() W_SprintStart;
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#ifdef FTE
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void() AI_SetAllEnemiesBBOX;
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void() AI_SetAllEnemiesCorpse;
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void() AI_RevertEnemySolidState
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#endif // FTE
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void() ReturnWeaponModel =
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@ -1006,14 +1006,10 @@ void (float shotcount, float sprd, float Damage, float side) FireTrace =
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#ifdef FTE
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AI_SetAllEnemiesCorpse();
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trace_ent.solid = SOLID_CORPSE;
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if (trace_ent.head) trace_ent.head.solid = SOLID_CORPSE;
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if (trace_ent.larm) trace_ent.larm.solid = SOLID_CORPSE;
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if (trace_ent.rarm) trace_ent.rarm.solid = SOLID_CORPSE;
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AI_RevertEnemySolidState();
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#endif // FTE
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if (trace_fraction != 1.0)
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TraceAttack (Damage, dir, trace_endpos, trace_plane_normal, trace_ent, side);
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trace_start_org = trace_endpos;
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