Player collisions aren't that simple because there are multiple systems for 
them.

There are three systems that interact with player collisions:

Gamemovement - the player sweeps a box through the world, hitting things that 
are solid.  This is where the player's movement happens.  If you want to modify 
which things impede the player's movement, you do it in gamemovement.

Player's solid flags / solid type / collision property - Other entities also 
sweep a box through the world like the player does.  These flags determine 
whether the player is solid to them (along with those entities' trace filters 
and contents masks).  This will determine whether NPCs bump into the player, 
etc.

Vphysics object - this is only used to control collisions between the player 
and entities that are MOVETYPE_VPHYSICS.  In HL2 (this is not true for all of 
the multiplayer games, so it depends on which set of rules you are using) the 
player is represented by a separate physics object.  After gamemovement 
determines where the player would like to go the physics simulator runs and 
tries to move this proxy/shadow object to that location.  If it succeeds then 
nothing changes.  Otherwise if it hits some simulated object along the way the 
player code may decide to to the results of the physics simulation instead of 
gamemovement.


Jay

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to