Nice work garry!

Thanks for the 'fix' as you might call it :)

Adam

--- Garry Newman <[EMAIL PROTECTED]> wrote:

> Hey exactly a month later!
>
> Here's what I'm doing to cause the physical mayhem.
>
> In my mod/scripts folder I made a folder called
> propdata. I copied
> CS:S's propdata.txt to this folder and renamed in
> cs.txt.
>
> In CPropData::ParsePropDataFile I changed the
> loadfromfile line to
>
>     if ( !m_pKVPropData->LoadFromFile( filesystem,
> "scripts/propdata/cs.txt" ) )
>
>
> So I start my mod and go to cs_office. It's fine for
> about 20 seconds
> of shooting props then they all start bouncing
> around.
>
>
> I find that this has prevented it.. (props.cpp:4747)
>
>     //LINK_ENTITY_TO_CLASS(
> prop_physics_multiplayer, CPhysicsPropMultiplayer );
>
>     LINK_ENTITY_TO_CLASS( prop_physics_multiplayer,
> CPhysicsProp );
>
> Obviously it's going to change all
> prop_physics_multiplayer into
> prop_physics.. so it might not be ideal for your
> mod. I'm guessing
> that my problem is different from yours though,
> somehow.. even if the
> symptoms are the same.
>
>
>
> On 4/23/06, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
> > The mod players were getting restless so I
> couldn't wait any longer for a response from Valve
> so I had to shut it down.  Unfortunately there's no
> documentation on how most of that stuff is supposed
> to work, and there are frightfully few asserts in
> the SDK.  I guess I'll have to do a lot of research
> to compare a working vphysics.dll to a broken
> vphysics.dll in order to pin down the exact problem.
> >
> > At 2006/04/20 08:03 PM, Aaron Schiff wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >USE_OBB_COLLISION_BOUNDS just says to search
> within the bounding box
> > >constructed around a physical model to detect
> other objects.  It's not the
> > >matter you should be worried about.
> > >--
> > >
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> >
>
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>


--------
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      Developer of CST and ZHLT 3.0 http://www.zhlt.info
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