The broken pushers are PARTLY fixed. They will now stop when in contact with an entit...
authorsajt <sajt@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 6 Sep 2005 02:17:40 +0000 (02:17 +0000)
committersajt <sajt@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 6 Sep 2005 02:17:40 +0000 (02:17 +0000)
commit49bc2c682053460fa93f8caee386a6c5fd77e564
tree4f1fe2c1204f8f353c285a30d389c17b8a19e85f
parent1497fb1549ed18cb1a210cb407c6286f34474e19
The broken pushers are PARTLY fixed. They will now stop when in contact with an entity and call their blocked() QC function. However they appear to have a tiny portion stuck in the player, so the developer console will still be spammed with 'player is stuck.' messages, and the player can still jump while a crusher is on his head.

Note to smart people: I'm not sure what to stick in movetype for the SV_ClipMoveToEntity calls, so I put 0 since it's not important. Maybe that should be changed to the appropriate value for the sake of Good(tm).

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5680 d7cf8633-e32d-0410-b094-e92efae38249
sv_phys.c
world.c