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10 changes: 0 additions & 10 deletions src/game/shared/tf/tf_gamerules.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5781,9 +5781,6 @@ int CTFRadiusDamageInfo::ApplyToEntity( CBaseEntity *pEntity )
UTIL_TraceLine( vecSrc, vecSpot, MASK_RADIUS_DAMAGE, &filterSelf, &tr );
}

NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, true, 3 );
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Keep these as a convar

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alright, would be useful i guess

NDebugOverlay::Line( tr.endpos, vecSpot, 96, 0, 0, true, 3 );

// If we don't trace the whole way to the target, and we didn't hit the target entity, we're blocked
if ( tr.fraction != 1.f && tr.m_pEnt != pEntity )
{
Expand All @@ -5809,8 +5806,6 @@ int CTFRadiusDamageInfo::ApplyToEntity( CBaseEntity *pEntity )
trace_t trStep;
UTIL_TraceLine( vecStartPos, vecTarget, MASK_RADIUS_DAMAGE, &filter, &trStep );

NDebugOverlay::Line( trStep.startpos, trStep.endpos, 0, 128, 255, true, 3 );

if ( trStep.fraction == 1.f || trStep.plane.normal.z < 0.7 )
// don't splash if we can't find walkable ground
// this stops Soldiers from splashing high-ground targets by shooting at the edge of the ledge from below
Expand All @@ -5827,14 +5822,9 @@ int CTFRadiusDamageInfo::ApplyToEntity( CBaseEntity *pEntity )
// trace up from the floor to simulate step up
UTIL_TraceLine( vecStartPos, vecTarget, MASK_RADIUS_DAMAGE, &filter, &trStep );

NDebugOverlay::Line( trStep.startpos, trStep.endpos, 0, 255, 255, true, 3 );

// check if explosion can see target from this raised position
UTIL_TraceLine( trStep.endpos, vecSpot, MASK_RADIUS_DAMAGE, &filter, &trStep );

NDebugOverlay::Line( trStep.startpos, trStep.endpos, 0, 255, 0, true, 3 );
NDebugOverlay::Line( trStep.endpos, vecSpot, 0, 128, 0, true, 3 );

if ( trStep.startsolid || trStep.fraction != 1.f && trStep.m_pEnt != pEntity )
// target is still blocked
return 0;
Expand Down