Is all of that data on the wiki?? Because if it isn't someone should put it there....
On Fri, Dec 5, 2008 at 3:14 PM, Jay Stelly <[EMAIL PROTECTED]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

