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Old 02-01-2008, 09:22 PM   #1
ensiform
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Map Trip Mine Entity

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.


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Last edited by ensiform; 02-06-2008 at 01:39 AM.
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Old 02-04-2008, 02:05 PM   #2
razorace
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alrighty. Go ahead and commit the changes when you're finished with them.


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Old 02-06-2008, 01:41 AM   #3
ensiform
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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).


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