Hello yellowblanka,
I just looked into the QC code to see what is behind this bug.
Definition is inside HIPRUBBL.QC
The rubbles do 10 damage points as long as they fly through the air.
But only
1 time. Then they will do no damage anymore.
As soon as they are lying onground, they also do no damage anymore.
I tested these engines:
Quakespasm
Qrack
DirectQ
FTEQW
ProQuake
EngineX
All these engines follow exactly this behaviour.
Only
Darkplaces behaves differently. You are correct.
Rubbles do 10 damage points even when they are lying on the ground.
They only do this
1 time as well, though.
If you want DarkPlaces behave like all the other engines, I made a quick fix for this (which is engine independent and also works for all other engines):
With this QC edit, the rubbles will only add 10 damage points when they are flying through the air, as they should.
But as soon as they bounce on the floor or against a wall, they will no longer do any damage.
That is almost identical to the original condition, if this is satisfying for you.
In HIPRUBBL.QC find the function: hipRubbleTouch () and change it to:
Code:
void() hipRubbleTouch =
{
// if ( self.ltime < self.pausetime )
// return;
if (other.takedamage)
{
T_Damage (other, self, self.owner, 10 );
sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
// self.pausetime = self.ltime + 0.1;
self.touch = SUB_Null;
}
else
self.touch = SUB_Null;
};
As far as I know, there is no other bug in Darkplaces for Hiponotic.
DP build 20130301 fixed the goldkey bug in Hip1M1.
That was the only other issue in Hipnotic.
Have fun,
Seven