]> icculus.org git repositories - divverent/nexuiz.git/commit
next attempt: make projectiles SOLID_CORPSE so they reliably hit anything, but
authordiv0 <div0@f962a42d-fe04-0410-a3ab-8c8b0445ebaa>
Thu, 30 Jul 2009 06:27:57 +0000 (06:27 +0000)
committerdiv0 <div0@f962a42d-fe04-0410-a3ab-8c8b0445ebaa>
Thu, 30 Jul 2009 06:27:57 +0000 (06:27 +0000)
commitc7a9eefcedd7ed5e28550cba8084f0f780f866ce
tree7d4d19053e0d411f7354ddccd3887df5e7cb503b
parenta1a5b7c811667b88f201ed7dea14ff9bec4e1670
next attempt: make projectiles SOLID_CORPSE so they reliably hit anything, but
cannot be hit by player/spectator movement.  SOLID_TRIGGER failed at this
because these move with a only-bmodels trace.  SOLID_BBOX failed because a
SOLID_NOT moving into a SOLID_BBOX causes a hit, and also blocks the
SOLID_BBOX. SOLID_CORPSE is chosen because players have a hit contents mask
that allows them to move into SOLID_CORPSE.

Due to an override hit contents mask, the SOLID_CORPSE projectiles still
detonate on impact to "other" corpses (including other projectiles, although
this is unlikely).

git-svn-id: svn://svn.icculus.org/nexuiz/trunk@7283 f962a42d-fe04-0410-a3ab-8c8b0445ebaa
data/qcsrc/server/constants.qh
data/qcsrc/server/defs.qh
data/qcsrc/server/miscfunctions.qc
data/qcsrc/server/w_laser.qc