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
>
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