Take a look at that player fall damage command. On Mon, Jun 2, 2008 at 11:17 AM, Garrett <[EMAIL PROTECTED]> wrote:
> So I looked at CPhysicsProp, and it seemed to use VPhysicsCollision. I > tried overriding that in > my player class and put a bunch of DevMsg's in there, but it never seemed > to get called. > > --- Tom Edwards <[EMAIL PROTECTED]> wrote: > > > Physprops take sideways damage, so I'd start there. > > > > Garrett wrote: > > > Hi, > > > So I was wondering how I would go about causing players to take "fall > damage" if they get > > slammed into a wall in midair. I did notice a void > > CGameMovement::PerformFlyCollisionResolution( trace_t &pm, Vector &move > ). Would it be possible > > to modify that, or is that completely wrong or is there more to it? > > > > > > Garrett > > > > > > > > > > > > > > > _______________________________________________ > > > 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 > > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

