Some additions to last commit:

- SOLID_BBOX seems to be more correct.
- Make debris SOLID_BBOX, too.
This commit is contained in:
Yamagi Burmeister 2016-04-29 17:40:33 +02:00
parent 07477e0f75
commit b4d16ab6b3

View file

@ -218,7 +218,7 @@ ThrowGib(edict_t *self, char *gibname, int damage, int type)
gib->s.origin[2] = origin[2] + crandom() * size[2];
gi.setmodel(gib, gibname);
gib->solid = SOLID_TRIGGER;
gib->solid = SOLID_BBOX;
gib->s.effects |= EF_GIB;
gib->flags |= FL_NO_KNOCKBACK;
gib->takedamage = DAMAGE_YES;
@ -267,7 +267,7 @@ ThrowHead(edict_t *self, char *gibname, int damage, int type)
self->s.modelindex2 = 0;
gi.setmodel(self, gibname);
self->solid = SOLID_TRIGGER;
self->solid = SOLID_BBOX;
self->s.effects |= EF_GIB;
self->s.effects &= ~EF_FLIES;
self->s.sound = 0;
@ -330,7 +330,7 @@ ThrowClientHead(edict_t *self, int damage)
VectorSet(self->maxs, 16, 16, 16);
self->takedamage = DAMAGE_NO;
self->solid = SOLID_TRIGGER;
self->solid = SOLID_BBOX;
self->s.effects = EF_GIB;
self->s.sound = 0;
self->flags |= FL_NO_KNOCKBACK;
@ -399,7 +399,7 @@ ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin)
v[2] = 100 + 100 * crandom();
VectorMA(self->velocity, speed, v, chunk->velocity);
chunk->movetype = MOVETYPE_BOUNCE;
chunk->solid = SOLID_NOT;
chunk->solid = SOLID_BBOX;
chunk->avelocity[0] = random() * 600;
chunk->avelocity[1] = random() * 600;
chunk->avelocity[2] = random() * 600;
@ -2127,7 +2127,7 @@ SP_misc_gib_arm(edict_t *ent)
}
gi.setmodel(ent, "models/objects/gibs/arm/tris.md2");
ent->solid = SOLID_TRIGGER;
ent->solid = SOLID_BBOX;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
@ -2155,7 +2155,7 @@ SP_misc_gib_leg(edict_t *ent)
}
gi.setmodel(ent, "models/objects/gibs/leg/tris.md2");
ent->solid = SOLID_TRIGGER;
ent->solid = SOLID_BBOX;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
@ -2183,7 +2183,7 @@ SP_misc_gib_head(edict_t *ent)
}
gi.setmodel(ent, "models/objects/gibs/head/tris.md2");
ent->solid = SOLID_TRIGGER;
ent->solid = SOLID_BBOX;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;