Thanks, I think I found what I needed, near the very bottom of TryPlayerMove.


----- Original Message ----
From: Joel R. <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
Sent: Monday, June 2, 2008 8:32:02 PM
Subject: Re: [hlcoders] Sideways fall damage

The player movement code in gamemovement.cpp has a function called
TryPlayerMove.  In this function is where it detects walls and slides you
across them instead of stopping abruptly.  Find the section that it
determines is walls and use your own code to calculate if its a hard
collision.

On Mon, Jun 2, 2008 at 9:54 PM, Garrett <[EMAIL PROTECTED]> wrote:

> 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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>
> --
> ~Ryan
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