Open WhenTanksFly opened 1 year ago
Just leaving this here for reference for whoever's going to dive into this: The first one is a prop_physics breakmodel (which should be flagged as debris if I'm reading the code correctly) and the next two are prop_dynamic with default settings.
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return;
this is where the void CASW_Grenade_Cluster::VGrenadeTouch(CBaseEntity* pOther) is returning when hitting the ramp on deima
i would fix it maybe on the slow heavy door but on the ramps its a classic trick now
GL grenades bounce off egg gibs but not eggs themselves.
They also bounce off collapsible bridges (such as the big one before Deima Surface bridge's shieldbug, the sides of big elevators like in Platform XVII, etc) but not any other ground.
After the vault door update they now bounce off slowdoors as well, but not any other doors.
I think I also had vindicator altfire bounce off a undigging drone somewhere in High Tension's top tunnel, though not sure it wasn't something else punching it.
I cannot fathom why; all these reflective collisions feel random and out of place, as nothing suggests it'd work like that nor anything else interacts with these objects differently from other similar objects. Now just need a Neo drone that stops bullets... Oh no, jheight and Orange would see this and note for future maps...