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Don't accelerate upper entities, let them be pushed by the lower ent.
A long time ago in2b4f223
I introduced a small logic change to the handling of stacked entities. If two entities were standing on each other the original code set the movement speed of the upper entity to 0. It would be pushed or dragged by the lower entity. I changed that in way that the upper entity got the same speed as the lower entity. With that change it wasn't pushed or dragged but moving on it's own. I hoped to fix some of the 'elevator hurts player or monster' bugs. That hope was wrong, at a later time we quirked all elevators that hurt the player. Additionally the change lead to physics bugs if entities are standing on high speed elevators (more than 200 units per seconds). So revert it. The actual fix was already committed as part of69b6e5a
. This is just a little cleanup commit, mainly for documentation purposes. This closes #320.
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1 changed files with 0 additions and 2 deletions
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@ -262,8 +262,6 @@ M_CheckGround(edict_t *ent)
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VectorCopy(trace.endpos, ent->s.origin);
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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// FIXME
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ent->velocity[2] = 0;
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}
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}
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