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.
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In this particular case, PhysicsStepRunTimestep in physics_main.cpp
Calls
PhysicsAddHalfGravity()
twice to implement gravity.
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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
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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 );
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