RE: [hlcoders] Shapecasts in Source

2007-05-01 Thread maarten
Ok, thanks. Can I use this primitive shapecast to collide against the world? Is it represented by a collideable too or is vphysics only used to collide between physics entities and is the world not considered a physics entity? If I can use vphysics to collide against the world but the only

RE: [hlcoders] Shapecasts in Source

2007-05-01 Thread Jay Stelly
01, 2007 12:43 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Shapecasts in Source Ok, thanks. Can I use this primitive shapecast to collide against the world? Is it represented by a collideable too or is vphysics only used to collide between physics entities and is the world

RE: [hlcoders] Shapecasts in Source

2007-04-30 Thread Jay Stelly
vphysics has a shapecast primitive function (i.e. you can cast one shape represented as a CPhysCollide at another) but no way of getting a list of CPhysCollides to cast against. The changelevel trigger uses the primitive routine to find exact intersections between physics props and the trigger,