// matching shaders:
// common/weapclip (intended)
// common/noimpact (is supposed to eat projectiles, but is erased farther above)
- if(trace_dphitq3surfaceflags
- & (Q3SURFACEFLAG_NONSOLID | Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_TRANS)
- == ( Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_TRANS))
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
{
remove(self);
return;