From b3cbd6c712a52429eb123503199914ec22b42706 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Wed, 2 Nov 2011 09:21:05 +0100 Subject: [PATCH] get rid of the nextafter() hack now the engine has proper handling of this in setorigin() --- qcsrc/warpzonelib/server.qc | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/qcsrc/warpzonelib/server.qc b/qcsrc/warpzonelib/server.qc index 4f10aef4e..3d4a75045 100644 --- a/qcsrc/warpzonelib/server.qc +++ b/qcsrc/warpzonelib/server.qc @@ -21,7 +21,7 @@ void WarpZone_StoreProjectileData(entity e) void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity) { - setorigin (player, to); + setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch player.oldorigin = to; // for DP's unsticking player.angles = to_angles; player.fixangle = TRUE; @@ -82,9 +82,6 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1) o1 = o1 - v1 * (d / dv); } - if(o1 == o0) - o1_z = nextafter(o1_z, world.maxs_z); - // put him out of solid tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player); if(trace_startsolid) -- 2.39.2