This is cheaper on CPU time than doing it on the server since the client
performs the trace anyway
return;
}
+ trace_startsolid = 0; // due to cl_casings_ticrate, traces are not always performed
Movetype_Physics_MatchTicrate(this, autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
//if (wasfreed(this))
// return; // deleted by touch function
+
+ // prevent glitchy casings when the gun model is poking into a wall
+ // doing this here is cheaper than doing it on the server as the client performs the trace anyway
+ if (trace_startsolid)
+ {
+ delete(this);
+ this.drawmask = 0;
+ return;
+ }
}
SOUND(BRASS1, W_Sound("brass1"));