From: Martin Taibr Date: Sun, 2 Oct 2016 16:49:52 +0000 (+0200) Subject: msnt: no hurttriggers X-Git-Tag: xonotic-v0.8.2~456^2~20 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=02491eb7a27840fcb95f62aca22b4d5464179ce7;p=xonotic%2Fxonotic-data.pk3dir.git msnt: no hurttriggers --- diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index c83ea2047..60d476eb4 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -129,20 +129,20 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it); break; } - vector prev_endpos = trace_endpos; + vector horizontal_trace_endpos = trace_endpos; te_lightning1(NULL, it.origin, trace_endpos); LOG_INFOF(" pc: %d trace_fraction %f\n", pc, trace_fraction); if(trace_fraction != 1.0) continue; - // 400 is slightly more than a typical laser jump (in overkill) + // 400 is about the height of a typical laser jump (in overkill) tracebox(trace_endpos + '0 0 4', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), trace_endpos - '0 0 400', MOVE_NORMAL, it); - te_lightning2(NULL, prev_endpos, trace_endpos); + te_lightning2(NULL, horizontal_trace_endpos, trace_endpos); LOG_INFOF(" trace_fraction2 %f\n", trace_fraction); if (trace_startsolid) continue; // inside another player if (trace_fraction == 1.0) continue; // above void or too high if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue; if (pointcontents(trace_endpos + '0 0 1') != CONTENT_EMPTY) continue; // this also prevents spawning in water which i assume would be annoying - // TODO top of implosion towers + if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), trace_endpos)) continue; if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) {