Merge pull request #79 from BjossiAlfreds/collision

Prevent dead bodies from obstructing elevators and falling through them
This commit is contained in:
Yamagi 2022-10-08 15:35:52 +02:00 committed by GitHub
commit b5149f927c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -35,15 +35,18 @@
edict_t * edict_t *
SV_TestEntityPosition(edict_t *ent) SV_TestEntityPosition(edict_t *ent)
{ {
trace_t trace;
int mask;
if (!ent) if (!ent)
{ {
return NULL; return NULL;
} }
trace_t trace; /* dead bodies are supposed to not be solid so lets
int mask; ensure they only collide with BSP during pushmoves
*/
if (ent->clipmask) if (ent->clipmask && !(ent->svflags & SVF_MONSTER))
{ {
mask = ent->clipmask; mask = ent->clipmask;
} }
@ -52,12 +55,8 @@ SV_TestEntityPosition(edict_t *ent)
mask = MASK_SOLID; mask = MASK_SOLID;
} }
trace = gi.trace(ent->s.origin, trace = gi.trace(ent->s.origin, ent->mins, ent->maxs,
ent->mins, ent->s.origin, ent, mask);
ent->maxs,
ent->s.origin,
ent,
mask);
if (trace.startsolid) if (trace.startsolid)
{ {
@ -505,6 +504,17 @@ retry:
trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask); 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); VectorCopy(trace.endpos, ent->s.origin);
gi.linkentity(ent); gi.linkentity(ent);