Prevent dead bodies from obstructing elevators and from falling through BSP geometry

This commit is contained in:
BjossiAlfreds 2022-09-30 14:16:09 +00:00
parent e29d37956a
commit 240232cdde

View file

@ -54,15 +54,18 @@
edict_t *
SV_TestEntityPosition(edict_t *ent)
{
trace_t trace;
int mask;
if (!ent)
{
return NULL;
}
trace_t trace;
int mask;
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;
}
@ -76,11 +79,6 @@ SV_TestEntityPosition(edict_t *ent)
if (trace.startsolid)
{
if ((ent->svflags & SVF_DEADMONSTER) && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)))
{
return NULL;
}
return g_edicts;
}
@ -526,10 +524,15 @@ retry:
trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask);
if (trace.startsolid || trace.allsolid)
/* 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))
{
mask ^= CONTENTS_DEADMONSTER;
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
trace = gi.trace (start, ent->mins, ent->maxs, end, ent, MASK_SOLID);
}
VectorCopy(trace.endpos, ent->s.origin);