--- quake2/game/g_weapon.c 2018/04/24 17:58:33 1.1.1.1 +++ quake2/game/g_weapon.c 2018/04/24 17:59:11 1.1.1.2 @@ -331,6 +331,12 @@ void fire_blaster (edict_t *self, vec3_t VectorNormalize (dir); bolt = G_Spawn(); + bolt->svflags = SVF_DEADMONSTER; + // yes, I know it looks weird that projectiles are deadmonsters + // what this means is that when prediction is used against the object + // (blaster/hyperblaster shots), the player won't be solid clipped against + // the object. Right now trying to run into a firing hyperblaster + // is very jerky since you are predicted 'against' the shots. VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles (dir, bolt->s.angles);