PropData: gibs use a fixed angular velocity in fallback physics mode, and have a hitbox.

This commit is contained in:
Marco Cawthorne 2024-02-23 13:20:53 -08:00
parent 0f86ba61a1
commit 8a18c2e992
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 4 additions and 3 deletions

View File

@ -738,8 +738,9 @@ BreakModel_SpawnID(vector smins, vector smaxs, vector dir, float speed, int coun
gib.SetRenderAmt(renderamt);
gib.SetRenderMode(rendermode);
gib.SetRenderFX(renderfx);
gib.SetSize([0,0,0], [0,0,0]);
gib.SetSize([-8,-8,-8],[8,8,8]);
gib.SetOrigin(endpos);
gib.SetScale(1.0f);
if (usePhysics == false) {
makevectors(dir);
@ -747,9 +748,9 @@ BreakModel_SpawnID(vector smins, vector smaxs, vector dir, float speed, int coun
gib.velocity[0] += (random() - 0.5) * (speed * 0.25);
gib.velocity[1] += (random() - 0.5) * (speed * 0.25);
gib.velocity[2] += (random() - 0.5) * (speed * 0.25);
gib.SetAngularVelocity(vectoangles(gib.velocity));
gib.SetAngularVelocity([300,300,300]);
gib.SetMovetype(MOVETYPE_BOUNCE);
gib.SetSolid(SOLID_BBOX);
gib.SetSolid(SOLID_NOT);
} else {
gib.SetMovetype(MOVETYPE_PHYSICS);
gib.SetSolid(SOLID_NOT);