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This partially reverts f011fe9, i.e. makes the plasmagun behave as in the original Quake III. Also see the ioquake3 repo MRs: - ioquake/ioq3#801. - ioquake/ioq3#824. The commit message of the reverted commit refers to https://bugzilla.icculus.org/show_bug.cgi?id=5066 : > Plasmagun and BFG don't play the explosion when they hit players > > Adds plasma and bfg to list of weapons that cause explosion > still on player hit. > > The plasmagun and BFG explosion effect is not played > when hitting players, and if the distance traveled isn't very long > it can be kind of confusing if it even hit at all. > > Patch to add plasma and bfg to list of weaps > that cause explosion + bleed. > I checked quakelive and it seems at somepoint > they changed it there too. However, the plasmagun explosion on body (flesh) hit makes quite a big difference gameplay-wise, due to its visibility impact, you cannot see the player being hit too well. For reference, in Quake Live the plasmagun also doesn't make its original explosion effect on body hit, but BFG does. So this commit also hopefully brings the behavior in line with the intent of the Quake III authors.
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This partially reverts f011fe9,
i.e. makes the plasmagun behave as in the original Quake III.
Also see the ioquake3 repo MRs:
The commit message of the reverted commit refers to
https://bugzilla.icculus.org/show_bug.cgi?id=5066 :
However, the plasmagun explosion on body (flesh) hit
makes quite a big difference gameplay-wise,
due to its visibility impact, you cannot see the player being hit
too well.
For reference, in Quake Live the plasmagun also doesn't make
its original explosion effect on body hit,
but BFG does.
So this commit also hopefully brings the behavior in line
with the intent of the Quake III authors.