Well I used that assert to step into andthrough the code, and it exists
shouldcollide saying not to, yet, it still stops; but the server.dll Blocked
stuff isn't getting called. It returns from vphysics, then hits vphysics
again.

Im going to quickly set the door to non-solid and see what happens,im
baffled. Unless vphysics.dll is overriding something somewhere.

And yes, there is hierarchy here; the door's parent is the prop (which
should NEVER collide, according to the game code, but it's still colliding
in the engine somewhere!)

--------------
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com

> -----Original Message-----
> From: Jay Stelly [mailto:[EMAIL PROTECTED]
> Sent: May 31, 2006 2:34 PM
> To: [email protected]
> Subject: RE: [hlcoders] collision issue
>
>
> It's not clear from your message whether you are expecting the objects
> to collide or not.  If not, then:
> Which ShouldCollide()?  The one in src/dlls/physics.cpp:
> CCollisionEvent::ShouldCollide() ?  That one should be getting called
> constantly.  I would put a trap in that function right at the top.  Say
> your two collision groups are group1 and group2:
>
> int CCollisionEvent::ShouldCollide( IPhysicsObject *pObj0,
> IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 )
> {
>       CallbackContext check(this);
>
>       CBaseEntity *pEntity0 = static_cast<CBaseEntity *>(pGameData0);
>       CBaseEntity *pEntity1 = static_cast<CBaseEntity *>(pGameData1);
>
>       if ( !pEntity0 || !pEntity1 )
>               return 1;
>
>       if ( (pEntity0->GetCollisionGroup() == group1 &&
> pEntity1->GetCollisionGroup() == group2) ||
>               (pEntity1->GetCollisionGroup() == group1 &&
> pEntity0->GetCollisionGroup() == group2) )
>       {
>               Assert(0); // breaks here, now step through and see why
> they are colliding.
>       }
>
> Otherwise, Blocked() is not called in every instance.  It's only called
> by the game physics.  So depending on how each object moves it may not
> get called.  What are the movetypes of the two objects?  Are they in any
> hierarchies? There's not enough information here for me to answer
> further.
>
> Jay


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