never set groundEntityNum to -1, use ENTITYNUM_NONE instead
From /dev/humancontroller.
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@@ -953,8 +953,8 @@ void G_RunItem( gentity_t *ent ) {
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int contents;
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int mask;
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// if groundentity has been set to -1, it may have been pushed off an edge
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if ( ent->s.groundEntityNum == -1 ) {
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// if its groundentity has been set to none, it may have been pushed off an edge
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if ( ent->s.groundEntityNum == ENTITYNUM_NONE ) {
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if ( ent->s.pos.trType != TR_GRAVITY ) {
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ent->s.pos.trType = TR_GRAVITY;
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ent->s.pos.trTime = level.time;
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@@ -164,7 +164,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, v
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// may have pushed them off an edge
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if ( check->s.groundEntityNum != pusher->s.number ) {
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check->s.groundEntityNum = -1;
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check->s.groundEntityNum = ENTITYNUM_NONE;
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}
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block = G_TestEntityPosition( check );
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@@ -189,7 +189,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, v
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VectorCopy( (pushed_p-1)->angles, check->s.apos.trBase );
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block = G_TestEntityPosition (check);
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if ( !block ) {
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check->s.groundEntityNum = -1;
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check->s.groundEntityNum = ENTITYNUM_NONE;
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pushed_p--;
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return qtrue;
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}
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@@ -1277,7 +1277,7 @@ typedef struct entityState_s {
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int otherEntityNum; // shotgun sources, etc
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int otherEntityNum2;
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int groundEntityNum; // -1 = in air
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int groundEntityNum; // ENTITYNUM_NONE = in air
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int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
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int loopSound; // constantly loop this sound
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