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Fix eb through walls and make instagun hit buttons #29

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8 changes: 4 additions & 4 deletions source/game/g_weapon.c
Original file line number Diff line number Diff line change
Expand Up @@ -1200,6 +1200,8 @@ void W_Fire_Electrobolt_Combined( edict_t *self, vec3_t start, vec3_t angles, fl

// some entity was touched
hit = &game.edicts[tr.ent];
if( hit == world ) // stop dead if hit the world
return;
//racesow: do hit check later to activate shootable buttons

// allow trail to go through BBOX entities (players, gibs, etc)
Expand All @@ -1218,8 +1220,6 @@ void W_Fire_Electrobolt_Combined( edict_t *self, vec3_t start, vec3_t angles, fl

G_Damage( hit, self, self, dir, dir, tr.endpos, damage, knockback, stun, dmgflags, mod );
//racesow make shootable buttons work
if( hit == world ) // stop dead if hit the world
return;
if( hit->movetype == MOVETYPE_NONE || hit->movetype == MOVETYPE_PUSH )
return;
//!racesow
Expand Down Expand Up @@ -1302,6 +1302,8 @@ void W_Fire_Electrobolt_FullInstant( edict_t *self, vec3_t start, vec3_t angles,

// some entity was touched
hit = &game.edicts[tr.ent];
if( hit == world ) // stop dead if hit the world
return;
//racesow: do hit check later to activate shootable buttons

// allow trail to go through BBOX entities (players, gibs, etc)
Expand All @@ -1328,8 +1330,6 @@ void W_Fire_Electrobolt_FullInstant( edict_t *self, vec3_t start, vec3_t angles,

G_Damage( hit, self, self, dir, dir, tr.endpos, damage, knockback, stun, dmgflags, mod );
//racesow make shottable buttons work
if( hit == world ) // stop dead if hit the world
return;
if( hit->movetype == MOVETYPE_NONE || hit->movetype == MOVETYPE_PUSH )
return;
//!racesow
Expand Down