}
#define BEGIN_CHEAT_FUNCTION() \
- float cheating, attempting; \
- cheating = 0; attempting = 0
+ float cheating = 0, attempting = 0
#define DID_CHEAT() \
++cheating
#define ADD_CHEATS(e,n) \
}
}
+bool drag_undraggable(entity draggee, entity dragger)
+{
+ // stuff probably shouldn't need this, we should figure out why they do!
+ // exceptions of course are observers and weapon entities, where things mess up
+ return false;
+}
+
float Drag_IsDraggable(entity draggee, entity dragger)
{
// TODO add more checks for bad stuff here
if(draggee == NULL)
return false;
- if(draggee.classname == "func_bobbing")
- return false;
if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
- return false;
- if(draggee.classname == "plat")
- return false;
- if(draggee.classname == "func_button")
- return false;
+ return false; // probably due to BSP collision
// if(draggee.model == "")
// return false;
- if(IS_SPEC(draggee))
- return false;
- if(IS_OBSERVER(draggee))
- return false;
- if(draggee.classname == "exteriorweaponentity")
- return false;
- if(draggee.classname == "weaponentity")
- return false;
return ((draggee.draggable) ? draggee.draggable(draggee, dragger) : true);
}