diff --git a/reaction/cgame/cg_predict.c b/reaction/cgame/cg_predict.c index 5b86db7c..65714868 100644 --- a/reaction/cgame/cg_predict.c +++ b/reaction/cgame/cg_predict.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.22 2002/06/11 23:38:43 niceass +// spectator fix +// // Revision 1.21 2002/06/10 13:20:03 slicer // RefID is now passed trought scoreboard, no more lca cvar, only cg.lca // @@ -478,15 +481,12 @@ void CG_PredictPlayerState( void ) { cg_pmove.ps = &cg.predictedPlayerState; cg_pmove.trace = CG_Trace; cg_pmove.pointcontents = CG_PointContents; - if ( cg_pmove.ps->pm_type == PM_DEAD ) { - cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + if ( cg_pmove.ps->pm_type == PM_DEAD || cg_pmove.ps->pm_type == PM_SPECTATOR ) { + cg_pmove.tracemask = 0; //NiceAss: User can go through anything. Before it was: MASK_PLAYERSOLID & ~CONTENTS_BODY; } else { cg_pmove.tracemask = MASK_PLAYERSOLID; } - if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { - cg_pmove.tracemask = 0; // NiceAss: spectators can fly through everything - } // JBravo: fixing telefragging and shit during spawing (Thanks NiceAss! :) if ((cg.snap->ps.stats[STAT_RQ3] & RQ3_PLAYERSOLID) != RQ3_PLAYERSOLID) {