I'd seen this in my mod too and hadn't really had time to investigate.
Added a KI for this:
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Bot_physics.2Fhitbox_not_accurate
At 2006/08/23 12:18 PM, Jeremy Swigart wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>Thanks for the help. I put the code you posted above at the bottom of
>PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots).
>So far everything seems to work now. Hopefully there aren't unintended side
>effects.
>
>On 8/22/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Well, I just tried this
>>
>> class CSDKBot ..
>> {
>> public:
>> ...
>> virtual void PhysicsSimulate()
>> {
>> BaseClass::PhysicsSimulate();
>>
>> // Since this isn't called for bots.. call it here?
>> UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
>> m_vNewVPhysicsVelocity, gpGlobals->frametime );
>> }
>> ..
>> };
>>
>> It fixed the problem (ie, I can hit bots with combine ball now, so I'm
>> pretty sure their physics is following them around properly) and didn't
>> seem
>> to break anything..
>>
>> I think this is okay, what do you think Jay?
>> --
>>
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