Hi,

I edited this function for my derived player and it did not work, so I then
saw a function in player for the physics was always using MASK_PLAYERSOLID.
It was called VPhysicsShadowUpdate(). I #ifdef'd in my version of the
tracelines to use the PhysicsSolidMaskForEntity and it works now!

Thanks
Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Watkins
Sent: Wednesday, October 01, 2008 1:42 PM
To: [email protected]
Subject: Re: [hlcoders] Player collisions, enemies vs friendlies.

I also had to edit PhysicsSolidMaskForEntity in player.h & c_baseplayer.h, 
but that was all I'm reasonably sure

-----Original Message-----
From: hlcoders-bounces at list.valvesoftware.com
[mailto:hlcoders-bounces at list.valvesoftware.com] On Behalf Of Christopher

Harris
Sent: Monday, August 04, 2008 12:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Player collisions, enemies vs friendlies.

> I have done what you said and what happens is I can clip into a player if 
> I
> am pushing up against him but I cannot go through him. I also am able to
> push that player. I think there is more needed than just the 
> PlayerSolidMask
> and ShouldCollide.
>
> Chris 


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