- Code: Select all
if ( !trace.startsolid && (trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE) )
- Code: Select all
if ((trace.ent != ENTITYNUM_WORLD && trace.ent != ENTITYNUM_NONE) ) // !trace.startsolid &&
The original problem here is that a player or bot can move too close to an entity so the "solid" flag is triggered. This might be related to players being unharmed from gauge 12 shotgun fire, when running into the barrel. The above change will not solve the original problem, but will enable reliable collision detection between entities. As consequence, the evasive strategies programmed in BotAIBlocked of game/ai_dmq3.c are re-enabled.