Thanks. I ended up changing CItem::PhysicsSolidMaskForEntity() to not add CONTENTS_PLAYERCLIP.
On Fri, Apr 18, 2014 at 1:58 PM, Krzysztof Lesiak <wave....@hotmail.com>wrote: > Well, from what I’ve seen in the code so far, there are many ways to > change collision behavior; you could use e.g. entity flags, entity physics > flags or collision groups. I’m not sure which one provides the > functionality you need, but I have just found out something that might help > you a little bit further: a normal item, e.g. item_healthkit is blocked, > while npc_grenade_frag can pass through the player clip. > You could take a look at grenade_frag.cpp and compare it with > item_healthkit.cpp to see, which flags have been set. > > Hope that helps > --Krzysztof > > *From:* Foo Bar <fooba...@gmail.com> > *Sent:* Friday, 18 April, 2014 20:18 > *To:* hlcoders@list.valvesoftware.com > > Hello, > > I'm trying to work out how to allow CItem entities through a player clip > in a map, but I can't quite work out how the item is blocked when it > touches the clip. > > Can someone point me in the right direction? > > Thanks > > foo > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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