You can't always set a breakpoint in callbacks from the closed-source engine. I'm not really sure why, but I've noticed, during my extensive time spent trying to debug the closed-source vphysics.dll that it doesn't always work. The stack trace gets messed up, presumably by inlined code that lacks symbols.
At 2006/05/30 08:05 AM, Tony \"omega\" Sergi wrote: >Hey, I have an issue with collision. > >Alright, I have a prop (model based) which has vphysics collision, it has >it's own collisiongroup. I have another entity, a brush entity (like >func_door) that moves, and again, has it's own collisiongroup. > >ShouldCollide has all the necessary checks and whatnot, but when debugging, >I've found that shouldcollide is never being tested, yet the door collides >with the prop, and gets stopped; however, it's blocked function doesn't even >get called! > >Anyone (valve in particular) have any idea why this is happening? My guess >is that it's being blocked by vphysics inside the engine itself, before it >even gets passed down to the mod, but I'm not sure, as no debug output _or_ >devmessaging ever gets called when it collides. I've even tried putting >breakpoints in the code that creates the blocker list, the blocker code >doesn't even get called either, yet the door still stops. If I move the door >away from the prop, it moves fully. > >Any ideas? > > >-------------- >-- omega >Heroes of Excelsior >http://www.heroesofexcelsior.com >Blackened Interactive >http://www.blackened-interactive.com > > > >_______________________________________________ >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

