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https://github.com/yquake2/yquake2remaster.git
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Some additions to last commit:
- SOLID_BBOX seems to be more correct. - Make debris SOLID_BBOX, too.
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parent
07477e0f75
commit
b4d16ab6b3
1 changed files with 7 additions and 7 deletions
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@ -218,7 +218,7 @@ ThrowGib(edict_t *self, char *gibname, int damage, int type)
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gib->s.origin[2] = origin[2] + crandom() * size[2];
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gi.setmodel(gib, gibname);
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gib->solid = SOLID_TRIGGER;
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gib->solid = SOLID_BBOX;
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gib->s.effects |= EF_GIB;
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gib->flags |= FL_NO_KNOCKBACK;
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gib->takedamage = DAMAGE_YES;
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@ -267,7 +267,7 @@ ThrowHead(edict_t *self, char *gibname, int damage, int type)
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self->s.modelindex2 = 0;
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gi.setmodel(self, gibname);
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self->solid = SOLID_TRIGGER;
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self->solid = SOLID_BBOX;
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self->s.effects |= EF_GIB;
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self->s.effects &= ~EF_FLIES;
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self->s.sound = 0;
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@ -330,7 +330,7 @@ ThrowClientHead(edict_t *self, int damage)
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VectorSet(self->maxs, 16, 16, 16);
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self->takedamage = DAMAGE_NO;
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self->solid = SOLID_TRIGGER;
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self->solid = SOLID_BBOX;
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self->s.effects = EF_GIB;
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self->s.sound = 0;
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self->flags |= FL_NO_KNOCKBACK;
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@ -399,7 +399,7 @@ ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin)
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v[2] = 100 + 100 * crandom();
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VectorMA(self->velocity, speed, v, chunk->velocity);
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chunk->movetype = MOVETYPE_BOUNCE;
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chunk->solid = SOLID_NOT;
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chunk->solid = SOLID_BBOX;
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chunk->avelocity[0] = random() * 600;
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chunk->avelocity[1] = random() * 600;
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chunk->avelocity[2] = random() * 600;
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@ -2127,7 +2127,7 @@ SP_misc_gib_arm(edict_t *ent)
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}
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gi.setmodel(ent, "models/objects/gibs/arm/tris.md2");
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ent->solid = SOLID_TRIGGER;
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ent->solid = SOLID_BBOX;
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ent->s.effects |= EF_GIB;
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ent->takedamage = DAMAGE_YES;
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ent->die = gib_die;
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@ -2155,7 +2155,7 @@ SP_misc_gib_leg(edict_t *ent)
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}
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gi.setmodel(ent, "models/objects/gibs/leg/tris.md2");
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ent->solid = SOLID_TRIGGER;
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ent->solid = SOLID_BBOX;
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ent->s.effects |= EF_GIB;
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ent->takedamage = DAMAGE_YES;
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ent->die = gib_die;
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@ -2183,7 +2183,7 @@ SP_misc_gib_head(edict_t *ent)
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}
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gi.setmodel(ent, "models/objects/gibs/head/tris.md2");
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ent->solid = SOLID_TRIGGER;
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ent->solid = SOLID_BBOX;
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ent->s.effects |= EF_GIB;
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ent->takedamage = DAMAGE_YES;
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ent->die = gib_die;
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