-- [ Picked text/plain from multipart/alternative ] I think the bot's physics object has fallen asleep. If you look at the call stack for VPhysicsShadowUpdate its called like this in physics.cppPhysFrame:
// apply updates if ( pPhysics && !pPhysics->IsAsleep() ) { pEntity->VPhysicsShadowUpdate( pPhysics ); } Stepping through PhysFrame shows that the SDK bots have a valid physics object but that its asleep. This would also explain why SDK bots are hard to hit with combine balls, as the combine ball does its damage/dissolve effect in VPhysicsCollision, which wouldn't happen correctly if the bots vphysics shadow is not being updated because its fallen asleep and is lingering somewhere else on the map. Anyways, we just need to find why the bots physics object is sleeping on the job and it would be fine. A really bad way to test if this would fix your problem is to just replace the if statement in PhysFrame with // apply updates if ( pPhysics && (!pPhysics->IsAsleep() || pEntity->IsPlayer()) ) { pEntity->VPhysicsShadowUpdate( pPhysics ); } If that fixes your bots physics shadow then at least you know you just need to figure out why its falling asleep. I'll keep looking for an answer there as well. Regards, Paul -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders