From cba77cba279ee116028f42e28aefb28e80538bf8 Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 20 Sep 2006 06:37:04 +0000 Subject: [PATCH] fixed a (hopefully rare) bug affecting shalrath missiles which caused multiple missiles to explode on successive frames due to the large bounding boxes of the MOVETYPE_FLYMISSILE explosions causing a touch event on the other flying missiles that were not yet near the player, which caused them to explode even though they were being touched by an explosion that was SOLID_NOT git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6595 d7cf8633-e32d-0410-b094-e92efae38249 --- sv_phys.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/sv_phys.c b/sv_phys.c index 6b4e1f8e..2c7cd210 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -595,7 +595,7 @@ static trace_t SV_PushEntity (prvm_edict_t *ent, vec3_t push, qboolean failonbmo VectorCopy (trace.endpos, ent->fields.server->origin); SV_LinkEdict (ent, true); - if (trace.ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent))) + if (ent->fields.server->solid >= SOLID_TRIGGER && trace.ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent))) SV_Impact (ent, &trace); return trace; } -- 2.39.2