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Reset the clip mask in ThrowHead() to MASK_SHOT
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xatrix uses MASK_SHOT and it sounds saner than 0.
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1 changed files with 6 additions and 4 deletions
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@ -278,8 +278,9 @@ ThrowHead(edict_t *self, char *gibname, int damage, int type)
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self->die = gib_die;
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self->die = gib_die;
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// The entity still has the monsters clipmaks.
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// The entity still has the monsters clipmaks.
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// Reset it to 0 to be on the save side.
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// Reset it to MASK_SHOT to be on the save side.
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self->clipmask = 0;
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// (MASK_SHOT is used by xatrix)
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self->clipmask = MASK_SHOT;
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if (type == GIB_ORGANIC)
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if (type == GIB_ORGANIC)
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{
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{
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@ -340,8 +341,9 @@ ThrowClientHead(edict_t *self, int damage)
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self->flags |= FL_NO_KNOCKBACK;
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self->flags |= FL_NO_KNOCKBACK;
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// The entity still has the monsters clipmaks.
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// The entity still has the monsters clipmaks.
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// Reset it to 0 to be on the save side.
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// Reset it to MASK_SHOT to be on the save side.
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self->clipmask = 0;
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// (MASK_SHOT is used by xatrix)
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self->clipmask = MASK_SHOT;
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self->movetype = MOVETYPE_BOUNCE;
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self->movetype = MOVETYPE_BOUNCE;
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VelocityForDamage(damage, vd);
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VelocityForDamage(damage, vd);
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