In multiplayer when you pick up an object it creates a clientside
version of the physics object, for prediction.

A lot of things (like props) don't have a clientside version of the
physics objects, so it wouldn't really collide with them.

The only real good way around it is to disable the prediction object.
You could create physics objects for everything clientside, but that's
probably a huge waste of effort.

garrt

On Sat, Jun 7, 2008 at 12:09 PM, Adam Donovan <[EMAIL PROTECTED]> wrote:
> Hi Again,
> I'm still pretty stuck on this problem:(  For now holding of the objects
> when they are held stay attached..that at least is solved.   Still the
> unknown thing for me is the lack of correct collision for the physics models
> and even brush based physics when held. When the gravity gun picks up these
> objects they clip through each other and don't provide proper interaction.
> I did notice in the single player version that this is not the case and
> objects correctly collide when held.  I looked at the difference in the
> weapon_physcannon.cpp but it didn't seem to provide any clear distinction.
> Anyway if someone has the time to look at to why this happens it would
> really help me out..
>
> thanks in advance i hope
> Adam
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