I did, but it looks like it really only works when you actually make contact 
with the ground such that you now have a ground entity.  Unfortunately, I don't 
think a ground entity would get set if you collide with a wall in mid air.  But 
I may be wrong about that, so feel free to correct me if I am.


----- Original Message ----
From: Ryan Sheffer <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
Sent: Monday, June 2, 2008 4:01:06 PM
Subject: Re: [hlcoders] Sideways fall damage

Take a look at that player fall damage command.

On Mon, Jun 2, 2008 at 11:17 AM, Garrett <[EMAIL PROTECTED]> wrote:

> So I looked at CPhysicsProp, and it seemed to use VPhysicsCollision.  I
> tried overriding that in
> my player class and put a bunch of DevMsg's in there, but it never seemed
> to get called.
>
> --- Tom Edwards <[EMAIL PROTECTED]> wrote:
>
> > Physprops take sideways damage, so I'd start there.
> >
> > Garrett wrote:
> > > Hi,
> > > So I was wondering how I would go about causing players to take "fall
> damage" if they get
> > slammed into a wall in midair.  I did notice a void
> > CGameMovement::PerformFlyCollisionResolution( trace_t &pm, Vector &move
> ).  Would it be possible
> > to modify that, or is that completely wrong or is there more to it?
> > >
> > > Garrett
> > >
> > >
> > >
> > >
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> > >
> >
> >
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>
>
>
>
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-- 
~Ryan
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