From 599182488a723028afced5f83d721a9e77f0b7c3 Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 25 Apr 2006 00:34:02 +0000 Subject: [PATCH] reenabled the 'stick in place if stuck in a solid' code, but changed it to only apply for bmodelstartsolid, this prevents monsters from falling out of the level even if they're stuck in a wall, for consistency with stock quake git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6325 d7cf8633-e32d-0410-b094-e92efae38249 --- sv_phys.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/sv_phys.c b/sv_phys.c index 2797f278..895e6876 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -370,15 +370,15 @@ int SV_FlyMove (prvm_edict_t *ent, float time, float *stepnormal) Con_Print("\n"); #endif - /* - if (trace.startsolid) + if (trace.bmodelstartsolid) { - // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world) + // LordHavoc: note: this code is what makes entities stick in place + // if embedded in world only (you can walk through other objects if + // stuck) // entity is trapped in another solid VectorClear(ent->fields.server->velocity); return 3; } - */ // break if it moved the entire distance if (trace.fraction == 1) -- 2.39.2