Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-10-02 Thread Christopher Harris
In VPhysicsShadowUpdate() I just took all the traces ie util_traceline, util_traceentity, etc and changed the MASK_PLAYERSOLID to use PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the code was modified by our mod when it comes time to merge new code that affected this

Re: [hlcoders] grenade code

2008-10-02 Thread Yorg Kuijs
hey List, me again. Got the grenade timer started on event and also have it forcing you to throw at detonate time. Timer continues on in the entity so that works now to. One problem left: Sometimes if I hold a grenade for a short time, then throw it, then press throw button again at exactly the

[hlcoders] physics shadow?

2008-10-02 Thread Michael Chang
Can someone explain this one to me? In VPhysicsShadowUpdate() I just took all the traces ie util_traceline, util_traceentity, etc and changed the MASK_PLAYERSOLID to use PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the code was modified by our mod when it comes time

Re: [hlcoders] physics shadow?

2008-10-02 Thread Tony Sergi
The physics shadows are basically a physics object that follows an entity that doesn't move with vphysics, ie: an npc, or the player, and provides collision with physics objects, and has callbacks to notify the entity it's following that it just collided with something else that is vphysics (or