@ -5525,6 +5525,7 @@ class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
@@ -5525,6 +5525,7 @@ class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
{
m_iPhysicsMode=PHYSICS_MULTIPLAYER_AUTODETECT;
m_usingCustomCollisionBounds=false;
m_fMass=0.f;
}
// IBreakableWithPropData:
@ -5618,8 +5619,8 @@ class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
@@ -5618,8 +5619,8 @@ class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
SetCollisionGroup(COLLISION_GROUP_DEBRIS);
}
if(VPhysicsGetObject())
m_fMass=VPhysicsGetObject()->GetMass();
if(VPhysicsGetObject())
m_fMass=VPhysicsGetObject()->GetMass();
// VPhysicsGetObject() is NULL on the client, which prevents the client from finding a decent
// AABB surrounding the collision bounds. If we've got a VPhysicsGetObject()->GetCollide(), we'll