Prevent dead bodies from obstructing elevators and from falling through BSP geometry
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@ -54,15 +54,18 @@
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edict_t *
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edict_t *
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SV_TestEntityPosition(edict_t *ent)
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SV_TestEntityPosition(edict_t *ent)
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{
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{
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trace_t trace;
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int mask;
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if (!ent)
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if (!ent)
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{
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{
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return NULL;
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return NULL;
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}
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}
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trace_t trace;
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/* dead bodies are supposed to not be solid so lets
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int mask;
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ensure they only collide with BSP during pushmoves
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*/
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if (ent->clipmask)
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if (ent->clipmask && !(ent->svflags & SVF_DEADMONSTER))
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{
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{
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mask = ent->clipmask;
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mask = ent->clipmask;
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}
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}
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@ -76,11 +79,6 @@ SV_TestEntityPosition(edict_t *ent)
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if (trace.startsolid)
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if (trace.startsolid)
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{
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{
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if ((ent->svflags & SVF_DEADMONSTER) && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)))
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{
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return NULL;
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}
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return g_edicts;
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return g_edicts;
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}
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}
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@ -526,10 +524,15 @@ retry:
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trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask);
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trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask);
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if (trace.startsolid || trace.allsolid)
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/* startsolid treats different-content volumes
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as continuous, like the bbox of a monster/player
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and the floor of an elevator. So do another trace
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that only collides with BSP so that we make a best
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effort to keep these entities inside non-solid space
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*/
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if (trace.startsolid && (mask & ~MASK_SOLID))
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{
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{
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mask ^= CONTENTS_DEADMONSTER;
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trace = gi.trace (start, ent->mins, ent->maxs, end, ent, MASK_SOLID);
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trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
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}
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}
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VectorCopy(trace.endpos, ent->s.origin);
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VectorCopy(trace.endpos, ent->s.origin);
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