You might try removing the default attack behavior that tries to simulate a curved swing for the crowbar and replacing it with a really simple tracehull/traceline to see if things improve at all and work forward from there to a satisfactory compromise. I seem to remember having at least a little bit of success messing around with it.
On Mon, Sep 20, 2010 at 3:35 PM, Marek Sieradzki <marek.sierad...@gmail.com>wrote: > Are you sure lag compensation is used? > CSDKPlayer::WantsLagCompensation() ignores IN_ATTACK2. > > _______________________________________________ > 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