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-rw-r--r--src/game/physics/movement.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/game/physics/movement.cpp b/src/game/physics/movement.cpp
index 9f1a7dd..d689096 100644
--- a/src/game/physics/movement.cpp
+++ b/src/game/physics/movement.cpp
@@ -154,7 +154,7 @@ U8 gmove_touch_ground_quadrants( BSP_TRACE* tr, VEC3 start, VEC3 end ) {
void gmove_categorize_pos() {
gmove->pl->surf_friction = 1.f;
F32 offset = 2.f;
- BSP_TRACE tr{};
+ BSP_TRACE tr{ .hitmask = HG_MOVEMENT };
VEC3 point = gmove->pos;
point.z -= offset;
@@ -282,7 +282,7 @@ F32 gmove_try_move( BSP_TRACE* t, VEC3* pos, VEC3* vel ) {
}
void gmove_check_stuck( VEC3* in_pos ) {
- BSP_TRACE t;
+ BSP_TRACE t{ .hitmask = HG_MOVEMENT };
VEC3 pos = *in_pos;
U32 i;
if( vec_len( gmove->unstuck_vel ) < 0.f )
@@ -417,7 +417,7 @@ void gmove_friction() {
}
void gmove_stay_on_ground() {
- BSP_TRACE tr{};
+ BSP_TRACE tr{ .hitmask = HG_MOVEMENT };
VEC3 start = gmove->pos;
VEC3 end = gmove->pos;
@@ -547,7 +547,7 @@ void gmove_walk_move() {
VEC3 dest = gmove->pos + gmove->velocity * TICK_INTERVAL;
- BSP_TRACE tr{};
+ BSP_TRACE tr{ .hitmask = HG_MOVEMENT };
bsp_trace( &tr, gmove->bsp, gmove->aabb, gmove->pos, dest );
defer( gmove_stay_on_ground() );
@@ -582,7 +582,7 @@ void gmove_air_move() {
gmove_airaccelerate( wishdir, speed, var_getf( mv_airaccelerate ) );
- BSP_TRACE tr{};
+ BSP_TRACE tr{ .hitmask = HG_MOVEMENT };
gmove_try_move( &tr, &gmove->pos, &gmove->velocity );
gmove_check_stuck( &gmove->pos );
}