[hlcoders] Who controls the gravity?

2006-06-09 Thread jl
Hi everybody. I know if you make a monster with Movetype_Step, you add gravity to him, but... what's really the funcion who control the gravity in the base class?. What type of funcion modify the Velocity from my monster and generates gravity in the Z direction? Thanks. -- This message was

RE: [hlcoders] Who controls the gravity?

2006-06-09 Thread Jay Stelly
In this particular case, PhysicsStepRunTimestep in physics_main.cpp Calls PhysicsAddHalfGravity() twice to implement gravity. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, June 09, 2006 8:21 AM To:

RE: [hlcoders] gpGlobals-curtime

2006-06-09 Thread John Sheu
I guess I don't get a reply then. Oh well. On Sun, 2006-06-04 at 01:57 -0500, John Sheu wrote: On Sat, 2006-06-03 at 18:45 -0500, [EMAIL PROTECTED] wrote: Not sure if that helps clear things up for you, or if I'm on a tangent. :) That's great and all, and rather informative, but I'm afraid

Re: [hlcoders] Bullets go through custom entity

2006-06-09 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I think that you need to create the method OnTakeDamage(), int CMissle::OnTakeDamage( const CTakeDamageInfo info ) { if ( info.GetDamageType() DMG_BULLETS ) { CTakeDamageInfo dmgInfo = info; dmgInfo.ScaleDamage( 10.0 );