From 8a18c2e9927b3042b8397d59fe4f0f6455cf695d Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Fri, 23 Feb 2024 13:20:53 -0800 Subject: [PATCH] PropData: gibs use a fixed angular velocity in fallback physics mode, and have a hitbox. --- src/shared/propdata.qc | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/shared/propdata.qc b/src/shared/propdata.qc index d78db832..cce8c152 100644 --- a/src/shared/propdata.qc +++ b/src/shared/propdata.qc @@ -738,8 +738,9 @@ BreakModel_SpawnID(vector smins, vector smaxs, vector dir, float speed, int coun gib.SetRenderAmt(renderamt); gib.SetRenderMode(rendermode); gib.SetRenderFX(renderfx); - gib.SetSize([0,0,0], [0,0,0]); + gib.SetSize([-8,-8,-8],[8,8,8]); gib.SetOrigin(endpos); + gib.SetScale(1.0f); if (usePhysics == false) { makevectors(dir); @@ -747,9 +748,9 @@ BreakModel_SpawnID(vector smins, vector smaxs, vector dir, float speed, int coun gib.velocity[0] += (random() - 0.5) * (speed * 0.25); gib.velocity[1] += (random() - 0.5) * (speed * 0.25); gib.velocity[2] += (random() - 0.5) * (speed * 0.25); - gib.SetAngularVelocity(vectoangles(gib.velocity)); + gib.SetAngularVelocity([300,300,300]); gib.SetMovetype(MOVETYPE_BOUNCE); - gib.SetSolid(SOLID_BBOX); + gib.SetSolid(SOLID_NOT); } else { gib.SetMovetype(MOVETYPE_PHYSICS); gib.SetSolid(SOLID_NOT);