From 9beeb8a59bcf2af4a2f8c02c9df6a8936e94e160 Mon Sep 17 00:00:00 2001 From: Vitroze Date: Tue, 22 Sep 2026 01:24:44 +0200 Subject: [PATCH] Fixed an issue where the validation of an exit position was incorrect. --- lua/entities/base_glide/init.lua | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) diff --git a/lua/entities/base_glide/init.lua b/lua/entities/base_glide/init.lua index 4d2ca596..6540a77c 100644 --- a/lua/entities/base_glide/init.lua +++ b/lua/entities/base_glide/init.lua @@ -424,10 +424,7 @@ do local GetDevMode = Glide.GetDevMode local TraceHull = util.TraceHull - local traceData = { - mask = MASK_SHOT_HULL - MASK_WATER, -- Ignore water - collisiongroup = COLLISION_GROUP_VEHICLE, - } + local traceData = {} local function ValidateExitPos( vehicle, origin, localPos ) return Glide.ValidateExitPos( origin, vehicle:LocalToWorld( localPos ), traceData ) @@ -450,7 +447,6 @@ do -- Ignore the vehicle itself and players traceData.filter[#traceData.filter + 1] = self - traceData.filter[#traceData.filter + 1] = "player" -- Try the original exit position first local origin = self:LocalToWorld( self:OBBCenter() )