I wasn't going to let it lie. ;)
The source of the bug was in SV_ClipMoveToEntity, where I had included the Q2 rotating bmodel code. It turns out that e3m3 somehow has an angles[1] of 180, so clipping against the world in this case ran through the rotation code. The simple fix was to add && ent != sv.edicts to each test.
Lesson learned; even if something like this makes no sense at all, one should never assume that it's not actually set.
The good news however is that all I need to do now is finish up my PK3 loading and then I'm releasing!
1 comments:
Wow, good news! I wish my IT department was this efficient.
Post a Comment