[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/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Who controls the gravity?
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 ___ 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
RE: [hlcoders] gpGlobals-curtime
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bullets go through custom entity
-- [ 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 ); } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders