float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
float MOVETYPE_FOLLOW = 12;
float MOVETYPE_FAKEPUSH = 13;
-float MOVETYPE_SPECTATOR = 14;
+float MOVETYPE_FLY_WORLDONLY = 33;
float FL_ITEM = 256;
float FL_ONGROUND = 512;
self.health = -666;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
- self.movetype = MOVETYPE_SPECTATOR; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
+ self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
self.flags = FL_CLIENT | FL_NOTARGET;
self.armorvalue = 666;
self.effects = 0;
self.classname = "spectator";
}
} else {
- prefered_movetype = ((self.cvar_cl_clippedspectating && !self.BUTTON_USE) ? MOVETYPE_SPECTATOR : MOVETYPE_NOCLIP);
+ prefered_movetype = ((self.cvar_cl_clippedspectating && !self.BUTTON_USE) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
if (self.movetype != prefered_movetype)
self.movetype = prefered_movetype;
}
{
RaceCarPhysics();
}
- else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_SPECTATOR)
+ else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
{
// noclipping or flying
self.flags &~= FL_ONGROUND;
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
//float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
-float MOVETYPE_SPECTATOR = 14;
+//float MOVETYPE_FLY_WORLDONLY = 33;
float SOLID_NOT = 0;
float SOLID_TRIGGER = 1;
//description:
//MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
+//DP_MOVETYPEFLYWORLDONLY
+//idea: Samual
+//darkplaces implementation: Samual
+//movetype definitions:
+float MOVETYPE_FLY_WORLDONLY = 33;
+//description:
+//like MOVETYPE_FLY, but does all traces with MOVE_WORLDONLY, and is ignored by MOVETYPE_PUSH. Should only be combined with SOLID_NOT and SOLID_TRIGGER.
+
//DP_NULL_MODEL
//idea: Chris
//darkplaces implementation: divVerent
if(f == CLIENTTYPE_REAL)
{
if(e.solid == SOLID_NOT) // not spectating?
- if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_SPECTATOR) // not spectating? (this is to catch observers)
+ if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_FLY_WORLDONLY) // not spectating? (this is to catch observers)
{
other = e; // player