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https://github.com/id-Software/quake2-rerelease-dll.git
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Update 1 changes
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@@ -656,7 +656,7 @@ bool SV_movestep(edict_t *ent, vec3_t move, bool relink)
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float stepsize;
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// push down from a step height above the wished position
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if (ent->spawnflags.has(SPAWNFLAG_MONSTER_SUPER_STEP))
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if (ent->spawnflags.has(SPAWNFLAG_MONSTER_SUPER_STEP) && ent->health > 0)
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stepsize = 64.f;
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else if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
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stepsize = STEPSIZE;
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@@ -741,7 +741,8 @@ bool SV_movestep(edict_t *ent, vec3_t move, bool relink)
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ent->groundentity = nullptr;
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return true;
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}
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else if (!ent->spawnflags.has(SPAWNFLAG_MONSTER_SUPER_STEP))
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// [Paril-KEX] allow dead monsters to "fall" off of edges in their death animation
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else if (!ent->spawnflags.has(SPAWNFLAG_MONSTER_SUPER_STEP) && ent->health > 0)
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return false; // walked off an edge
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}
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@@ -831,7 +832,7 @@ bool SV_movestep(edict_t *ent, vec3_t move, bool relink)
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return false;
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}
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if (ent->spawnflags.has(SPAWNFLAG_MONSTER_SUPER_STEP))
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if (ent->spawnflags.has(SPAWNFLAG_MONSTER_SUPER_STEP) && ent->health > 0)
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{
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if (!ent->groundentity || ent->groundentity->solid == SOLID_BSP)
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{
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@@ -867,7 +868,11 @@ bool SV_movestep(edict_t *ent, vec3_t move, bool relink)
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if (relink)
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{
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gi.linkentity(ent);
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G_TouchTriggers(ent);
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// [Paril-KEX] this is something N64 does to avoid doors opening
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// at the start of a level, which triggers some monsters to spawn.
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if (!level.is_n64 || level.time > FRAME_TIME_S)
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G_TouchTriggers(ent);
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}
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if (stepped)
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