When a player has MOVETYPE_OBSERVER and collides with any brush the player falls through the world, and keeps falling and falling and falling forever.
I am using the base multiplayer SDK. I set the observermode with: pPlayer->StartObserverMode(OBS_MODE_ROAMING);
I noticed this problem does not occur with MOVETYPE_NOCLIP, so I went into gamemovement.cpp and had PlayerMove call the same line as MOVETYPE_NOCLIP for MOVETYPE_OBSERVER
case MOVETYPE_OBSERVER: //FullObserverMove(); // clips against world&players FullNoClipMove( sv_noclipspeed.GetFloat(), sv_noclipaccelerate.GetFloat() ); break;
now, they should be functioning indentically, but still, when as an observer if I touch any brush I fall through the world forever.
I did a find in file on MOVETYPE_NOCLIP and MOVETYPE_OBSERVER, but could not find anything that would obviously cause this.
An easy work around for this is in player.cpp in SetObserverMode to change SetMovementType from MOVETYPE_OBSERVER to MOVETYPE_NOCLIP, but I dont like this as a real solution for obvious reasons.
So, if the behavior of the two movetypes is identical in gamemovement.cpp and the error still persists, does anyone have any clues as to what might be causing this? This appears to be stock SDK behavior, but someone please correct me if I'm wrong, and I did in fact break something.
Any ideas on where to look would be appreciated!
-CTM
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