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Shark bbox fix and added inuse check after entity thinking
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09d5857687
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2 changed files with 17 additions and 2 deletions
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@ -828,6 +828,10 @@ void SV_Physics_Toss (edict_t *ent)
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// regular thinking
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// regular thinking
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SV_RunThink (ent);
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SV_RunThink (ent);
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/* entities are very often freed during thinking */
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if (!ent->inuse)
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return;
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// if not a team captain, so movement will be handled elsewhere
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// if not a team captain, so movement will be handled elsewhere
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if ( ent->flags & FL_TEAMSLAVE)
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if ( ent->flags & FL_TEAMSLAVE)
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return;
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return;
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@ -276,13 +276,24 @@ void flipper_pain (edict_t *self, edict_t *other, float kick, int damage)
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void flipper_dead (edict_t *self)
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void flipper_dead (edict_t *self)
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{
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{
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vec3_t p;
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trace_t tr;
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if (!self)
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if (!self)
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{
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{
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return;
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return;
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}
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}
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VectorSet (self->mins, -16, -16, -24);
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/* original dead bbox was wrong - and make sure the bbox adjustment stays in solidity */
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VectorSet (self->maxs, 16, 16, -8);
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p[0] = self->s.origin[0];
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p[1] = self->s.origin[1];
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p[2] = self->s.origin[2] - 8;
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tr = gi.trace(self->s.origin, self->mins, self->maxs, p, self, self->clipmask);
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self->mins[2] = tr.endpos[2] - self->s.origin[2];
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self->movetype = MOVETYPE_TOSS;
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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self->nextthink = 0;
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