else if (nudgeresult > 0)
LOG_WARNF("DropToFloor_QC at \"%v\": FIXED badly placed entity \"%s\" before drop", this.origin, this.classname);
}
+ else if (!autocvar_sv_mapformat_is_quake3 && !autocvar_sv_mapformat_is_quake2) // Quake
+ {
+ if (this.flags & FL_ITEM)
+ this.origin.z += 6;
+ else
+ this.origin.z += 1; // monsters 1, misc_explobox 2 but we don't support those currently
+ }
vector end = this.origin;
if (autocvar_sv_mapformat_is_quake3)
if (!autocvar_sv_mapformat_is_quake3 && !autocvar_sv_mapformat_is_quake2 && (trace_allsolid || trace_fraction == 1)) // Quake
{
- // Quake games just delete badly placed entities...
- LOG_WARNF("DropToFloor_QC at \"%v\" (Quake compat): DELETING badly placed entity \"%s\"", this.origin, this.classname);
- delete(this);
- return;
+ // Quake games just delete badly placed items (and misc_explobox)...
+ if (this.flags & FL_ITEM)
+ {
+ LOG_WARNF("DropToFloor_QC at \"%v\" (Quake compat): DELETING badly placed item \"%s\"", this.origin, this.classname);
+ delete(this);
+ return;
+ }
+ // ...not monsters though...
+ LOG_WARNF("DropToFloor_QC at \"%v\" (Quake compat): badly placed entity \"%s\"", this.origin, this.classname);
}
else if ((Q3COMPAT_COMMON || autocvar_sv_mapformat_is_quake2) && trace_startsolid) // Q3, Q2
{