Reset the clip mask in ThrowHead() to MASK_SHOT.

xatrix uses MASK_SHOT and it sounds saner than 0.
This commit is contained in:
Yamagi 2022-02-05 17:26:48 +01:00
parent a0cd32dddb
commit 7004565c72

View file

@ -278,8 +278,9 @@ ThrowHead(edict_t *self, char *gibname, int damage, int type)
self->die = gib_die; self->die = gib_die;
// The entity still has the monsters clipmaks. // The entity still has the monsters clipmaks.
// Reset it to 0 to be on the save side. // Reset it to MASK_SHOT to be on the save side.
self->clipmask = 0; // (MASK_SHOT is used by xatrix)
self->clipmask = MASK_SHOT;
if (type == GIB_ORGANIC) if (type == GIB_ORGANIC)
{ {
@ -340,8 +341,9 @@ ThrowClientHead(edict_t *self, int damage)
self->flags |= FL_NO_KNOCKBACK; self->flags |= FL_NO_KNOCKBACK;
// The entity still has the monsters clipmaks. // The entity still has the monsters clipmaks.
// Reset it to 0 to be on the save side. // Reset it to MASK_SHOT to be on the save side.
self->clipmask = 0; // (MASK_SHOT is used by xatrix)
self->clipmask = MASK_SHOT;
self->movetype = MOVETYPE_BOUNCE; self->movetype = MOVETYPE_BOUNCE;
VelocityForDamage(damage, vd); VelocityForDamage(damage, vd);