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-rw-r--r--src/game/bg_pmove.c10
-rw-r--r--src/game/g_active.c8
-rw-r--r--src/game/g_client.c29
-rw-r--r--src/game/g_combat.c7
-rw-r--r--src/game/g_main.c3
-rw-r--r--src/game/g_mover.c4
6 files changed, 28 insertions, 33 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index f36cd3e3..4c8fe6dc 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -1700,7 +1700,11 @@ static void PM_GroundTrace( void ) {
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
+ //FIXME: hack until i find out where CONTENTS_BODY is getting unset for uhm.. bodies.
+ if( pm->ps->pm_type == PM_DEAD )
+ pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, MASK_PLAYERSOLID );
+ else
+ pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
pml.groundTrace = trace;
// do something corrective if the trace starts in a solid...
@@ -2652,9 +2656,9 @@ void PmoveSingle (pmove_t *pmove)
pm->watertype = 0;
pm->waterlevel = 0;
- if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
+ /*if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
- }
+ }*/
// make sure walking button is clear if they are running, to avoid
// proxy no-footsteps cheats
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 3c48cbc7..c9e024c8 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -778,7 +778,9 @@ void ClientThink_real( gentity_t *ent ) {
light->parent = ent;
client->torch = light;
}
- else if( client->torch != NULL && !BG_activated( UP_TORCH, client->ps.stats ) )
+
+ if( ( client->torch != NULL && !BG_activated( UP_TORCH, client->ps.stats ) ) ||
+ ( client->torch != NULL && BG_activated( UP_TORCH, client->ps.stats ) && pm.ps->pm_type == PM_DEAD ) )
{
G_FreeEntity( client->torch );
trap_LinkEntity( client->torch );
@@ -811,7 +813,7 @@ void ClientThink_real( gentity_t *ent ) {
pm.ps = &client->ps;
pm.cmd = *ucmd;
if ( pm.ps->pm_type == PM_DEAD ) {
- pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
+ pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY;
}
else if ( ent->r.svFlags & SVF_BOT ) {
pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
@@ -910,7 +912,7 @@ void ClientThink_real( gentity_t *ent ) {
if ( level.time > client->respawnTime ) {
// forcerespawn is to prevent users from waiting out powerups
if ( g_forcerespawn.integer > 0 &&
- ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
+ ( level.time - client->respawnTime ) > 0 ) { //g_forcerespawn.integer * 1000 ) {
respawn( ent );
return;
}
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 788aa1e1..90fabc38 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -558,15 +558,10 @@ just like the existing corpse to leave behind.
*/
void CopyToBodyQue( gentity_t *ent ) {
gentity_t *body;
- int contents;
+ int contents;
+ vec3_t origin;
- //TA: not really the place for this.. but hey..
- if( ent->client->torch != NULL && BG_activated( UP_TORCH, ent->client->ps.stats ) )
- {
- G_FreeEntity( ent->client->torch );
- trap_UnlinkEntity( ent->client->torch );
- ent->client->torch = NULL;
- }
+ VectorCopy( ent->r.currentOrigin, origin );
trap_UnlinkEntity (ent);
@@ -584,7 +579,6 @@ void CopyToBodyQue( gentity_t *ent ) {
body->s.eType = ET_CORPSE;
body->s.number = body - g_entities;
body->timestamp = level.time;
- body->physicsObject = qtrue;
body->s.event = 0;
body->r.contents = CONTENTS_BODY;
body->clipmask = MASK_PLAYERSOLID;
@@ -626,21 +620,12 @@ void CopyToBodyQue( gentity_t *ent ) {
//FIXME: change body dimensions
VectorSet( body->r.mins, -15, -15, -15 );
VectorSet( body->r.maxs, 15, 15, 15 );
- VectorSet( body->r.absmin, -15, -15, -15 );
- VectorSet( body->r.absmax, 15, 15, 15 );
- if ( body->s.groundEntityNum == ENTITYNUM_NONE )
- {
- body->s.pos.trType = TR_GRAVITY;
- body->s.pos.trTime = level.time;
- VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
- }
- else
- {
- body->s.pos.trType = TR_STATIONARY;
- }
-
+ G_SetOrigin( body, origin );
+ VectorCopy( origin, body->s.origin );
+ body->s.pos.trType = TR_GRAVITY;
body->s.pos.trTime = level.time;
+ VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
trap_LinkEntity( body );
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index a14adeb7..5394314f 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -485,7 +485,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
self->s.weapon = WP_NONE;
self->s.powerups = 0;
- self->r.contents = CONTENTS_CORPSE;
+ self->r.contents = CONTENTS_BODY;
+ //self->r.contents = CONTENTS_CORPSE;
self->s.angles[0] = 0;
self->s.angles[2] = 0;
@@ -505,10 +506,10 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
// never gib in a nodrop
- if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer ) {
+ /*if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer ) {
// gib death
GibEntity( self, killer );
- } else {
+ } else*/ {
// normal death
static int i;
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 7019451a..d5b6479f 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -1823,7 +1823,8 @@ start = trap_Milliseconds();
continue;
}
- if ( ( ent->s.eType == ET_ITEM || ent->s.eType == ET_BUILDABLE ) || ent->physicsObject ) {
+ if ( ent->s.eType == ET_ITEM || ent->s.eType == ET_BUILDABLE ||
+ ent->s.eType == ET_CORPSE || ent->physicsObject ) {
G_RunItem( ent );
continue;
}
diff --git a/src/game/g_mover.c b/src/game/g_mover.c
index 47496e9d..b4cd4b45 100644
--- a/src/game/g_mover.c
+++ b/src/game/g_mover.c
@@ -234,7 +234,9 @@ qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **
check = &g_entities[ entityList[ e ] ];
// only push items and players
- if ( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE && check->s.eType != ET_PLAYER && !check->physicsObject ) {
+ if ( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE &&
+ check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER &&
+ !check->physicsObject ) {
continue;
}