if(this.solid == SOLID_NOT)
return;
- FOREACH_ENTITY_RADIUS(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
+ FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
if (it.solid == SOLID_TRIGGER && it != this)
if (it.move_nomonsters != MOVE_NOMONSTERS && it.move_nomonsters != MOVE_WORLDONLY)
if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax))