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fix: cg_drawCrosshairNames appearing wrongly - #90

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WofWca wants to merge 1 commit into
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WofWca:fix-scan-crosshair-entity
Open

WofWca wants to merge 1 commit into
ec-:masterfrom
WofWca:fix-scan-crosshair-entity

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@WofWca

@WofWca WofWca commented Sep 21, 2026 •

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Fixes ioquake/ioq3#732.
That is quite a significant bug IMO,
sometimes akin to wall-hacking,
i.e. sometimes you get to know when a player just appeared in your PVS
(potentially visible set), i.e. is just behind a wall.

This should also fix other similar manifestations of this bug
because there are quite a lot of CG_Trace usages.
E.g. the lightning bolt trace seems to be affected.
But I think the crosshair names gonna be
the most prominent manifestation.

I have tested this and verified that collision detection
seems to still work fine, and that crosshair names still appear
like they should.

Fixes ioquake/ioq3#732.
That is quite a significant bug IMO,
sometimes akin to wall-hacking,
i.e. sometimes you get to know when a player just appeared in your PVS
(potentially visible set), i.e. is just behind a wall.

This should also fix other similar manifestations of this bug
because there are quite a lot of `CG_Trace` usages.
E.g. the lightning bolt trace seems to be affected.
But I think the crosshair names gonna be
the most prominent manifestation.

I have tested this and verified that collision detection
seems to still work fine, and that crosshair names still appear
like they should.
@WofWca
WofWca force-pushed the fix-scan-crosshair-entity branch from c1efc90 to fe1380c Compare September 21, 2026 16:09
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"Identify target" seems to trigger when not aiming at anyone

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