That's because the player logic has to run on the client as well (for
multiplayer prediction) so it's a special case.

You'll need to modify the functions in gamemovement.cpp:

const Vector& CGameMovement::GetPlayerMins( bool ducked ) const
{
        return ducked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN;
}


You could add this to the movevars and copy it in from the entity - then
SetCollisionBounds() would work - but you'd need to send the hull bounds
over to the client for proper prediction.  In the case of ducking, we
want to predict the transitions too, so we implemented the hull size
changes in the shared movement code.  You'll probably want to do the
same if your mod is multiplayer.


Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Hasan Aljudy
> Sent: Monday, December 13, 2004 12:20 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] manipulating hull / bbox
>
> > Or if your mod has no vphysics at all, you can just skip the shadow
> > objects and set the size directly in the entity.
> >
>
> Well the problem is, using CBaseEntity::SetCollisionBounds
> appears to change the bounding box, (as "ent_bbox player"
> shows) but this box has nothing to do with collision. it can
> go through walls, etc.
> http://img110.exs.cx/img110/5110/small00068tp.jpg
>
> On Sun, 12 Dec 2004 21:11:45 -0800, Jay Stelly
> <[EMAIL PROTECTED]> wrote:
> > Vphysics shadow objects are for objects that are controlled by the
> > game logic.  They follow the motion that happened in the game world
> > and cause the corresponding physical effects.  The player
> is a special
> > case that accepts feedback from vphysics.
> >
> > Anyway, you don't have to have specific bbox objects in your mod if
> > you don't want to.  You can create them dynamically as the players
> > change size.  It's just a little faster if you cache them
> so HL2 does.
> >
> > Or if your mod has no vphysics at all, you can just skip the shadow
> > objects and set the size directly in the entity.
> >
> > Jay
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
> > > Aljudy
> > > Sent: Saturday, December 11, 2004 2:09 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] manipulating hull / bbox
> > >
> > > Thanks.
> > > I wasn't trying to just changing the standing/crouhcing
> hulls, I was
> > > trying to _add_ more hulls.
> > >
> > > I think I've figured it out, it's probably not a clean
> way to do it,
> > > but I had to mess with CBasePlayer::SetupVPhysicsShadow and stuff
> > > like that ... but hey, it's working.
> > > Anyway, why is this stuff called shadows? like
> m_pShadowCrouch and
> > > m_pShadowStand?
> > > I'm thinking it's the shadow of the player's hull on the physics
> > > engine, or something like that.
> > >
> > > On Fri, 10 Dec 2004 16:26:59 -0800, Jay Stelly
> > > <[EMAIL PROTECTED]> wrote:
> > > > The box is trivially changeable from within code.  Just
> change the
> > > > constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code
> > > that uses them.
> > > >
> > > > Also, turn on developer mode (run with -dev or type
> > > developer 1 at the
> > > > console) and you can see debug overlays.  They do many things
> > > > including visualization of entity bounding volumes.
> Try ent_bbox
> > > > player at the console to see the player box in thirdperson mode.
> > > >
> > > > Jay
> > > >
> > > >
> > > > > -----Original Message-----
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Hasan Aljudy
> > > > > Sent: Friday, December 10, 2004 1:59 PM
> > > > > To: [EMAIL PROTECTED]
> > > > > Subject: Re: [hlcoders] manipulating hull / bbox
> > > > >
> > > > > ok, I thought so.
> > > > >
> > > > > for the bbox, I'm not sure, but after several hours of
> > > searching I
> > > > > found this CBaseEntity::SetSize but I'm not sure it works
> > > the way I
> > > > > think it does.
> > > > >
> > > > > is there a coonsole command or someway to display the box
> > > around my
> > > > > "player" (assuming I'm in thirdperson mode)
> > > > >
> > > > >
> > > > > On Fri, 10 Dec 2004 14:22:17 -0500, David Nelson
> > > > > <[EMAIL PROTECTED]> wrote:
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ] no
> > > there isn't a
> > > > > > model for the player.  You can type "thirdperson" while
> > > > > > playing the game and you won't see anything.  You
> have to set you own.
> > > > > >
> > > > > > David
> > > > > >
> > > > > >
> > > > > >
> > > > > > -------Original Message-------
> > > > > >
> > > > > > From: [EMAIL PROTECTED]
> > > > > > Date: 12/10/04 12:42:22
> > > > > > To: hlcoders
> > > > > > Subject: [hlcoders] manipulating hull / bbox
> > > > > >
> > > > > > is it possible to change the size/dimensions of the
> > > > > player's bounding
> > > > > > box through code?
> > > > > > Also, does the Single Player have a model for the player?
> > > > > >
> > > > > > _______________________________________________
> > > > > > To unsubscribe, edit your list preferences, or view the
> > > > > list archives,
> > > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > > --
> > > > > >
> > > > > > _______________________________________________
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> > > > > list archives, please visit:
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> > > > > >
> > > > > >
> > > > >
> > > > > _______________________________________________
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> > > > >
> > > > >
> > > >
> > > > _______________________________________________
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> > > >
> > >
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> >
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> >
>
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