func_ladder: duplicate self to act as a collision entity you cannot pass through, won't fight CONTENT_LADDER
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1 changed files with 11 additions and 1 deletions
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@ -40,11 +40,14 @@ public:
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virtual void Trigger(entity, triggermode_t);
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#endif
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private:
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entity m_collisionEntity;
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};
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void
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func_ladder::func_ladder(void)
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{
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m_collisionEntity = __NULL__;
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}
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#ifdef SERVER
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@ -69,7 +72,14 @@ func_ladder::Respawn(void)
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{
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super::Respawn();
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/* func_ladder specifics */
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/* func_ladder volumes are solid. CONTENT_LADDER volumes usually aren't. */
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if (!m_collisionEntity && STRING_SET(model)) {
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m_collisionEntity = spawn();
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m_collisionEntity.solid = SOLID_BSP;
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setmodel(m_collisionEntity, model);
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setorigin(m_collisionEntity, origin);
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}
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SetMovetype(MOVETYPE_NONE);
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SetFrame(0);
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Hide();
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