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game: adjust Z hitbox collision on prone, refs #1208

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Aranud committed Feb 9, 2020
1 parent 9bd74af commit b22f27eb31d8f8c475da514df1c00d67b087eb6d
Showing with 4 additions and 4 deletions.
  1. +2 −2 src/game/bg_pmove.c
  2. +2 −2 src/game/g_active.c
@@ -352,8 +352,8 @@ void PM_TraceHead(trace_t *trace, vec3_t start, vec3_t end, trace_t *bodytrace,
float angle;
// more than just head, try to make a box for all the
// player model that extends out (weapons and arms too)
vec3_t mins = { -18.f, -18.f, -2.f };
vec3_t maxs = { 18.f, 18.f, 10.f };
vec3_t mins = { -18.f, -18.f, -24.f };
vec3_t maxs = { 18.f, 18.f, -12.f };

// vec3_t mins = { -6, -6, -2 };
// vec3_t maxs = { 6, 6, 10 };
@@ -2358,8 +2358,8 @@ void ClientEndFrame(gentity_t *ent)
vec3_t flatforward;
float angle;

vec3_t mins = { -18.f, -18.f, -2.f };
vec3_t maxs = { 18.f, 18.f, 10.f };
vec3_t mins = { -18.f, -18.f, -24.f };
vec3_t maxs = { 18.f, 18.f, -12.f };

angle = DEG2RAD(ent->client->ps.viewangles[YAW]);
flatforward[0] = cos(angle);

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