[hlcoders] Who controls the gravity?

2006-06-09 Thread jl
Hi everybody.

I know if you make a monster with Movetype_Step, you add gravity to him, but...

what's really the funcion who control the gravity in the base class?. What type 
of funcion modify the Velocity from my monster and generates gravity in the Z 
direction?

Thanks.

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RE: [hlcoders] Who controls the gravity?

2006-06-09 Thread Jay Stelly

In this particular case, PhysicsStepRunTimestep in physics_main.cpp

Calls
PhysicsAddHalfGravity()

twice to implement gravity.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Friday, June 09, 2006 8:21 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Who controls the gravity?

 Hi everybody.

 I know if you make a monster with Movetype_Step, you add
 gravity to him, but...

 what's really the funcion who control the gravity in the base
 class?. What type of funcion modify the Velocity from my
 monster and generates gravity in the Z direction?

 Thanks.

 --
 This message was sent on behalf of [EMAIL PROTECTED] at
 openSubscriber.com
 http://www.opensubscriber.com/messages/[EMAIL PROTECTED]
 ware.com/topic.html

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RE: [hlcoders] gpGlobals-curtime

2006-06-09 Thread John Sheu
I guess I don't get a reply then.  Oh well.

On Sun, 2006-06-04 at 01:57 -0500, John Sheu wrote:
 On Sat, 2006-06-03 at 18:45 -0500, [EMAIL PROTECTED] wrote:
  Not sure if that helps clear things up for you, or if I'm on a tangent. :)

 That's great and all, and rather informative, but I'm afraid you're on a
 tangent.  The question is this: what kind of timebase is the client
 rendering on?  Does it try to be exactly synchronized with the server,
 regardless of latency, or does it just monotonically increase its
 current time as it receives packets?  Again, two scenarios:

 If the former is true, then for a client and server of any
 arbitrary latency, curtime is exactly synchronized.

 If the latter is true, then for a client and server of X seconds
 round-trip latency, curtime on the client (when rendering) is
 X/2 seconds behind curtime on the server.

 Which one?

 -John Sheu

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Re: [hlcoders] Bullets go through custom entity

2006-06-09 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I think that you need to create the method OnTakeDamage(),

int CMissle::OnTakeDamage( const CTakeDamageInfo info )
{
if ( info.GetDamageType()  DMG_BULLETS )
{
CTakeDamageInfo dmgInfo = info;
dmgInfo.ScaleDamage( 10.0 );
return BaseClass::OnTakeDamage( dmgInfo );
}

return BaseClass::OnTakeDamage( info );
}
--

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