Hi, I edited this function for my derived player and it did not work, so I then saw a function in player for the physics was always using MASK_PLAYERSOLID. It was called VPhysicsShadowUpdate(). I #ifdef'd in my version of the tracelines to use the PhysicsSolidMaskForEntity and it works now!
Thanks Chris -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Watkins Sent: Wednesday, October 01, 2008 1:42 PM To: [email protected] Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. I also had to edit PhysicsSolidMaskForEntity in player.h & c_baseplayer.h, but that was all I'm reasonably sure -----Original Message----- From: hlcoders-bounces at list.valvesoftware.com [mailto:hlcoders-bounces at list.valvesoftware.com] On Behalf Of Christopher Harris Sent: Monday, August 04, 2008 12:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. > I have done what you said and what happens is I can clip into a player if > I > am pushing up against him but I cannot go through him. I also am able to > push that player. I think there is more needed than just the > PlayerSolidMask > and ShouldCollide. > > Chris _______________________________________________ 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

