// this happens in multiplayer on the combat models
if ( entity ) {
gameLocal.Warning( "idClipModel::GetCollisionModel: clip model %d on '%s' (%x) is not a collision or trace model", id, entity->name.c_str(), entity->entityNumber );
if ( mdl != NULL && ( end - start ).LengthSqr() > Square( CM_MAX_TRACE_DIST ) ) {
assert( 0 );
results.fraction = 0.0f;
results.endpos = start;
results.endAxis = trmAxis;
memset( &results.c, 0, sizeof( results.c ) );
results.c.point = start;
if ( mdl->GetEntity() ) {
gameLocal.Printf( "huge translation for clip model %d on entity %d '%s'\n", mdl->GetId(), mdl->GetEntity()->entityNumber, mdl->GetEntity()->GetName() );
} else {
gameLocal.Printf( "huge translation for clip model %d\n", mdl->GetId() );
}
return true;
}
return false;
}
/*
============
idClip::TranslationEntities
============
*/
// RAVEN BEGIN
// nmckenzie: had to add a second pass entity so we can safely ignore both a guy and his target in some cases