Prevent dead bodies from obstructing elevators and falling through them

This commit is contained in:
BjossiAlfreds 2022-09-30 15:25:18 +00:00
parent 2246a943bf
commit 3bb2602f5b

View file

@ -53,7 +53,10 @@ SV_TestEntityPosition(edict_t *ent)
return NULL;
}
if (ent->clipmask)
/* dead bodies are supposed to not be solid so lets
ensure they only collide with BSP during pushmoves
*/
if (ent->clipmask && !(ent->svflags & SVF_DEADMONSTER))
{
mask = ent->clipmask;
}
@ -518,6 +521,17 @@ retry:
trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask);
/* startsolid treats different-content volumes
as continuous, like the bbox of a monster/player
and the floor of an elevator. So do another trace
that only collides with BSP so that we make a best
effort to keep these entities inside non-solid space
*/
if (trace.startsolid && (mask & ~MASK_SOLID))
{
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, MASK_SOLID);
}
VectorCopy(trace.endpos, ent->s.origin);
gi.linkentity(ent);