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Ignore player collision if the actor is already nonsolid
This fixes #277 where the vehicle could get stuck due to the actor being solid afterwards
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1 changed files with 3 additions and 1 deletions
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@ -3625,7 +3625,9 @@ void Actor::SafeSetOrigin(vec3_t newOrigin)
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if (!m_bNoPlayerCollision) {
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Player *p = (Player *)G_GetEntity(0);
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if (p && IsTouching(p)) {
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// Solidity check added in 2.30
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// If the Actor is already nonsolid the player won't get stuck
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if (p && IsTouching(p) && getSolidType() != SOLID_NOT) {
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Com_Printf("(entnum %d, radnum %d) is going not solid to not get stuck in the player\n", entnum, radnum);
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m_bNoPlayerCollision = true;
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setSolidType(SOLID_NOT);
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