it uses content masks. PlayerSolidMask returns different content types depending on which team they're on, and Tfplayer::ShouldCollide first checks for the collision group, and if it's playermovement group, it then checks to see if the content mask matches for that team. if it doesn't, it returns false.
There are already 2 contents defined that will get you started: #define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions #define CONTENTS_TEAM2 0x1000 // between players and objects on different teams -Tony On Wed, Jun 11, 2008 at 1:39 AM, Spencer 'voogru' MacDonald < [EMAIL PROTECTED]> wrote: > Hey guys, > > I've been trying to work with the collisions in TF2 and figure out exactly > how it's deciding who collides with who. > > In TF2, with tf_avoidteammates set to 1, red players don't collide with red > players, blue players don't collide with blue players. > > I've noticed the collisiongroups on red and blue players appear to be the > same, so I'm wondering what function is actually determining whether they > collide or not, I have looked at ShouldCollide and various other functions > that seem to be related to this and haven't had any luck. > > Any ideas? > > Thanks. > > - voogru. > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

