how can i stop the secret walls/switches from bleeding after i shot them? This really looks a bit unfitting.
Some example:

It seems this is fixed in dpmod, so it can be done via quake c scripting.
regrats and thx
~skitey
well, whats "typically" in quake? ^_-Wazat wrote:Typically, SOLID_BSP entities should not bleed.
if(trace_ent.solid != SOLID_BSP) // should it bleed?
hmm...nice...all 3 "test" switches working. no bleeding at all.One final intuitive solution is .takedamage. Entities with DAMAGE_AIM are typically bleeding things like monsters and players. [...] I think the only entities in the game that are DAMAGE_YES are the ones that should not bleed, i.e. walls and buttons.
if(trace_ent.takedamage == DAAMGE_AIM) // should it bleed?