In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the
code was modified by our mod when it comes time to merge new code that
affected this file for instance.

Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Wednesday, October 01, 2008 11:45 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Player collisions, enemies vs friendlies.

Can you post the changed code?

On Wed, Oct 1, 2008 at 6:54 PM, Christopher Harris
<[EMAIL PROTECTED]> wrote:
> 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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