prevent flag from falling through at mapmodel boundaries

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2807 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
ac_stef
2008-10-03 23:09:21 +00:00
parent 753096fc8e
commit 6ca21e2565
+3 -2
View File
@@ -66,7 +66,7 @@ void renderentities()
else if(e.type==CTF_FLAG && editmode)
{
s_sprintfd(path)("pickups/flags/%s", team_string(e.attr2));
rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
}
}
if(m_flags) loopi(2)
@@ -388,7 +388,8 @@ void flagdropped(int flag, short x, short y, short z)
p.o.y = y;
p.o.z = z;
p.vel.z = -0.8f;
p.aboveeye = p.eyeheight = p.radius = 0.0f;
p.aboveeye = p.eyeheight = 0.0f;
p.radius = 0.1f;
bool oldcancollide = false;
if(f.actor)