Correct, I knew about that...but how does the texture set the
CONTENT_LADDER flag on that brush? Does it happen when the material is
compiled with the $compileladder flag?
On Tue, 01 Feb 2005 13:48:02 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> Josh Ferguson wrote:
> >
> > Does anyone know how this works? The glass texture is similar...how
> > does it apply these properties in-game?
>
> My guess is this in gamemovement.cpp...
>
> //-----------------------------------------------------------------------------
> // Purpose: Determine whether or not the player is on a ladder (physprop
> or world).
> //-----------------------------------------------------------------------------
> inline bool CGameMovement::OnLadder( trace_t &trace )
> {
> if ( trace.contents & CONTENTS_LADDER )
> return true;
>
> --
> Jeffrey "botman" Broome
>
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