reverted embedded-in-other-object behavior to sticking, rather than allowing you...
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 3 May 2002 22:07:16 +0000 (22:07 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 3 May 2002 22:07:16 +0000 (22:07 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1818 d7cf8633-e32d-0410-b094-e92efae38249

sv_phys.c

index 09ec465..9056bb2 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -268,13 +268,13 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
 
                trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
 
-               /*
                if (trace.allsolid)
-               {       // entity is trapped in another solid
+               {
+                       // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
+                       // entity is trapped in another solid
                        VectorClear(ent->v.velocity);
                        return 3;
                }
-               */
 
                if (trace.fraction > 0)
                {       // actually covered some distance