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
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@@ -66,7 +66,7 @@ void renderentities()
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else if(e.type==CTF_FLAG && editmode)
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{
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s_sprintfd(path)("pickups/flags/%s", team_string(e.attr2));
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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);
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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);
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}
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}
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if(m_flags) loopi(2)
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@@ -388,7 +388,8 @@ void flagdropped(int flag, short x, short y, short z)
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p.o.y = y;
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p.o.z = z;
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p.vel.z = -0.8f;
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p.aboveeye = p.eyeheight = p.radius = 0.0f;
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p.aboveeye = p.eyeheight = 0.0f;
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p.radius = 0.1f;
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bool oldcancollide = false;
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if(f.actor)
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