The physics shadows are basically a physics object that follows an
entity that doesn't move with vphysics, ie: an npc, or the player, and
provides collision with physics objects, and has callbacks to notify the
entity it's following that it just collided with something else that is
vphysics (or another shadow)


-Tony
 
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Chang
Sent: October-02-08 11:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] physics shadow?

Can someone explain this one to me?


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


What is PhysicsShadow? For some reason I imagine shadows doing physical
collision tests and that sort of stuff, which makes no sense. Can
someone
put this into some context please?

Thanks

~M
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