by Spike » Fri Nov 07, 2008 10:37 pm
Bounding boxes never rotate.
If player bboxes rotated as players rotated, you'd end up with stuff getting stuck in stuff, or not being able to turn.
A few engines support rotation on SOLID_BSP entities (combined with MOVETYPE_PUSH). But really only on the condition that all rotation is changed with avelocities rather than directly setting angles (or you end up with the issue highlighted above).
You can expand bboxes with rotation... but that tends to break more stuff than it helps, so is certainly not advised.
This is how it works in Q1, Q2, Q3 and Hexen2...
Except that normal Q1 engines don't support rotated physics at all - hipnotic rotations are implemented with multiple non-rotating boxes whos origin revolves around the actual rotating object.
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