From 8a08fa2bc3ead266b6449b731f9a81be78ae0b56 Mon Sep 17 00:00:00 2001
From: divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Wed, 27 Jan 2010 10:12:51 +0000
Subject: [PATCH] nudgeoutofsolid: check for bmodelstartsolid, not startsolid.
 Allows multiple player entities to occupy the same spot, and then VOLUNTARILY
 walk out of each other (like before), and doesn't perform a forced
 high-velocity nudge.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9874 d7cf8633-e32d-0410-b094-e92efae38249
---
 sv_phys.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/sv_phys.c b/sv_phys.c
index 2b1aa58d..b62de119 100644
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -1515,7 +1515,7 @@ static qboolean SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, q
 
 	*trace = SV_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent));
 	bump = 0;
-	while (trace->startsolid && sv_gameplayfix_nudgeoutofsolid.integer)
+	while (trace->bmodelstartsolid && sv_gameplayfix_nudgeoutofsolid.integer)
 	{
 		vec_t nudge = -trace->startdepth + sv_gameplayfix_nudgeoutofsolid_bias.value;
 		VectorMA(ent->fields.server->origin, nudge, trace->startdepthnormal, ent->fields.server->origin);
-- 
2.39.5