diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index 166f86bd..9f5ede08 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -420,7 +420,7 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); - gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); + gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr ); tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); @@ -883,7 +883,7 @@ void EV_FireGauss( event_args_t *args ) gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); - gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_STUDIO_BOX, -1, &tr ); + gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_NORMAL, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); @@ -1004,14 +1004,14 @@ void EV_FireGauss( event_args_t *args ) gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); - gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr ); + gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_NORMAL, -1, &beam_tr ); if( !beam_tr.allsolid ) { vec3_t delta; // trace backwards to find exit point - gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); + gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_NORMAL, -1, &beam_tr ); VectorSubtract( beam_tr.endpos, tr.endpos, delta ); @@ -1214,7 +1214,7 @@ void EV_FireCrossbow2( event_args_t *args ) // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); - gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); + gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr ); //We hit something if( tr.fraction < 1.0f ) @@ -1450,7 +1450,7 @@ void EV_EgonFire( event_args_t *args ) gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); - gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); + gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates();