Re: [hlcoders] physics shadow?
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 ___ 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
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] grenade code
hey List, me again. Got the grenade timer started on event and also have it forcing you to throw at detonate time. Timer continues on in the entity so that works now to. One problem left: Sometimes if I hold a grenade for a short time, then throw it, then press throw button again at exactly the same time that my grenade is playing the ready animation and the dropped grenade explodes, then the grenade being readied explodes as well. Though that shouldn't be possible it could also be it's somehow creating a second explosion at the thrower's location. Either way I'm not sure what's doing this Haven't ever used the debugger yet, will it help to use debugging? Also if anyone might have a clue but needs to see the code I'll be willing to send it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders