It's called smart optimization.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Nick
Sent: January-01-09 6:51 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grenades going through spawned models

That might be one of the most horrible hacks I have ever heard about
on the source engine.

On Thu, Jan 1, 2009 at 12:02 PM, Jay Stelly <[email protected]> wrote:
> If you are using the frag grenades from hl2 they use collision groups to 
> specifically disable collisions between their physics objects and other 
> objects (NPCs for example).  Then they trace rays to fake it in their 
> VPhysicsUpdate() function.  That allows them to bounce off of the NPCs' 
> hitboxes without those hitboxes actually being in the physics simulation.
>
> It's possible that the reason they aren't colliding is this collision rule 
> behavior.  Try changing the collision group of the grenade or the other 
> entity to COLLISION_GROUP_NONE and see if that fixes the problem.
>
> Jay
>
>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of
>> Aditya Gaddam
>> Sent: Thursday, January 01, 2009 8:32 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Grenades going through spawned models
>>
>> BUMP. Anyone have any clues about this?
>>
>> On Tue, Dec 23, 2008 at 5:41 AM, Aditya Gaddam
>> <[email protected]>wrote:
>>
>> > Hi,
>> >
>> > I have project where I am spawning some models
>> programmatically. They
>> > collide fine with me and most ammunition (including
>> rockets, crossbow
>> > bolts, SMG secondary fire), but grenades and the secondary fire for
>> > the assault rifle seem to just go through.
>> >
>> > The models being spawned derive from CBaseAnimating and have
>> > SOLID_VPHYSICS via SetSolid. Does anyone have any idea why
>> this would be?
>> >
>> > Thanks,
>> > Aditya
>> >
>> > --
>> > http://www.pixelfaction.com
>> > AIM:ApeWithABrain
>> >
>>
>>
>>
>> --
>> http://www.pixelfaction.com
>> AIM:ApeWithABrain
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>
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