setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
+ _flare.solid = SOLID_CORPSE; // before setorigin so it will be linked to the area grid
setorigin(_flare, actor.origin - '0 0 16');
set_movetype(_flare, MOVETYPE_TOSS);
_flare.gravity = 0.15;
setthink(_flare, raptor_flare_think);
_flare.nextthink = time;
_flare.owner = veh ? veh : player;
- _flare.solid = SOLID_CORPSE;
_flare.takedamage = DAMAGE_YES;
_flare.event_damage = raptor_flare_damage;
SetResourceExplicit(_flare, RES_HEALTH, 20);
entity bomb_2 = new(bombmount_right);
vector org = gettaginfo(this, gettagindex(this, "bombmount_left"));
+ bomb_1.solid = bomb_2.solid = SOLID_BBOX; // before setorigin to ensure area grid linking
setorigin(bomb_1, org);
org = gettaginfo(this, gettagindex(this, "bombmount_right"));
setorigin(bomb_2, org);
bomb_1.owner = bomb_2.owner = this;
bomb_1.realowner = bomb_2.realowner = this.owner;
- bomb_1.solid = bomb_2.solid = SOLID_BBOX;
bomb_1.gravity = bomb_2.gravity = 1;
PROJECTILE_MAKETRIGGER(bomb_1);
{
entity sfrag = new(RaptorCBShellfrag);
setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
+ sfrag.solid = SOLID_CORPSE; // before setorigin to ensure area grid linking
setorigin(sfrag, _org);
set_movetype(sfrag, MOVETYPE_BOUNCE);
sfrag.gravity = 0.15;
- sfrag.solid = SOLID_CORPSE;
sfrag.draw = RaptorCBShellfragDraw;
IL_PUSH(g_drawables, sfrag);