Amir:

I saw this on the newest Apricot video.  Nice work!

~Scott


Amir Taaki wrote:
> Hi!
>
> In CEL we now have ledge grabbing. It is not ready for release, the 
> code is ugly and it lacks more than a few features but it's there and 
> it works!
>
> All points on ledges share the same y component since you cannot 
> shimmy up a diagonally slanting ledge (that's just stupid!). So you 
> define the ledges for your game using addons in the sectors in your 
> world files-
>
>     <addon plugin="cel.addons.ledges">
>       <ledge y="1.3">
>         <p x="-0.1" z="-4.9" />
>         <p x="2.1" z="-4.9" />
>         <p x="2.1" z="-7.1" />
>         <p x="-0.1" z="-7.1" />
>         <p x="-0.1" z="-4.9" />
>       </ledge>
>       <ledge> ... </ledge>
>     </addon>
>
> Always offset 0.1 away from the ledge otherwise the player will get 
> stuck in the geometry they snap to.
>
> To use iPcGrab, whenever the player is allowed to grab the ledge (such 
> as when performing a jump) then setup the correct stay by issuing the 
> call,
>
>   grab->SetState (iPcGrab::SEARCHING);
>
> To drop you can do
>
>   grab->SetState (iPcGrab::DISABLED);
>   jump->Freeze (false);
>
> Shimmying along the current edge (across ledges and around corners 
> isn't yet supported and it will be) is done by,
>
>   grab->SetShimmyDirection ([-1,1]);
>
> Other targets to concentrate on right now, so I thought I'd share this 
> if people want to toy with this before I get to pick it back up again. 
> cya!
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