// STEP ONE: Check if the nearest point is clear
if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
{
- WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
}
// STEP TWO: Check if shotorg to center point is clear
if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
{
- WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
}
corner = get_corner_position(head, i);
if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
{
- WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
}
}