ensiform Posted February 2, 2008 Share Posted February 2, 2008 I noticed that the trip mine entity that razor ported didn't take into account the fact that they are not flush with the wall usually. Whereas the SP code did: this also makes it so that it reuses the same entity instead of spawning another. http://pastebin.com/f3ccc2025 Update: changed angle set method and removed unnecessary set of s.origin. Will need to check CreateLaserTrap so that it does not override the classname. (Since misc_trip_mine and laserTrap are two different ents now). I didn't finish the 1 and 4 spawnflags yet and two is going to pretty much always be active since we need to broadcast them due to areaportals. I marked flags as FL_NO_HUMANS just because, I wanted a way to poll for if it was a map one vs normal player/npc fired one in the think funcs otherwise I'd be checking classname each think and every frame which is not a good idea. Link to comment Share on other sites More sharing options...
razorace Posted February 4, 2008 Share Posted February 4, 2008 alrighty. Go ahead and commit the changes when you're finished with them. Link to comment Share on other sites More sharing options...
ensiform Posted February 6, 2008 Author Share Posted February 6, 2008 Bump, updated link. Now uses vectoangles to set the angles and does not copy endpos to s.origin anymore. Also, laserTrapStick uses tr.plane.normal directly instead of the -1'd s.angles (which gets cleared in G_SetAngles). Link to comment Share on other sites More sharing options...
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