The issue lies in C_BaseHLPlayer::PerformClientSideObstacleAvoidance( float 
flFrameTime, CUserCmd *pCmd ).  For some reason, the code that sets nodraw on 
npcs doesn't work to remove nodraw from them as well.  I just commented out all 
of the blocks that set nodraw on stuff, and it works fine.

> From: [EMAIL PROTECTED]
> To: [email protected]
> Date: Sun, 21 Sep 2008 15:53:26 +0100
> Subject: [hlcoders] Client-side penetration issue, NPCs disappear
>
> Hey all, I've run into a rather strange issue with NPCs and TF2-style
> "friendly clipping" in an OB HL2MP mod. Similar to TF2, friendly players can
> pass through each other, and I've extended this to include NPCs - players
> can pass through friendly NPCs, and they can also pass through each other.
>
> This works fine for players, and partially for NPCs, however when you pass
> through the center of an NPC (not just through the edge), it becomes
> completely invisible on your client (although the HUD ID panel still shows
> info on it), and remains totally invisible to you until you leave the area
> and then return. Its hard to say whether its down to NPCs passing through
> the player/camera, or the player/camera passing through the NPC, but this is
> much easier to reproduce with human-sized NPCs such as zombies and
> vortigaunts than it is with small ones such as headcrabs.
>
> This issue has cropped up throughout my various attempts to implement
> friendly penetration/clipping; at one stage I used different CONTENTS flags
> (as a previous hlcoders message indicated that was the method used by TF2),
> however my variable player relationships basically require a different team
> for each player, so I've ended up adding a seperate parameter to the
> CBaseEntity ShouldCollide method. I'm completely sure this issue is not down
> to any of my code, and I'm asking if anyone has any insight they could offer
> as to what may be causing this.
>
>
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