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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

