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@ -6586,7 +6586,7 @@ void CAI_BaseNPC::SetupVPhysicsHull()
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#endif
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IPhysicsShadowController *pController = pPhysObj->GetShadowController();
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float avgsize = (WorldAlignSize().x + WorldAlignSize().y) * 0.5;
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pController->SetTeleportDistance( avgsize * 0.5 );
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//pController->SetTeleportDistance( avgsize * 0.5 );
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m_bCheckContacts = true;
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}
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}
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@ -6598,6 +6598,8 @@ void CAI_BaseNPC::SetupVPhysicsHull()
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ConVar ai_auto_contact_solver( "ai_auto_contact_solver", "1" );
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void CAI_BaseNPC::CheckPhysicsContacts()
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{
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return;
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if ( gpGlobals->frametime <= 0.0f || !ai_auto_contact_solver.GetBool() )
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return;
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@ -6616,6 +6618,8 @@ void CAI_BaseNPC::CheckPhysicsContacts()
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while ( pSnapshot->IsValid() )
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{
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IPhysicsObject *pOther = pSnapshot->GetObject(1);
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if( !pOther )
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continue;
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pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
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if ( pOtherEntity && pGroundEntity != pOtherEntity )
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@ -603,7 +603,7 @@ IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldC
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pWorldCollide->solids[0], surfaceData, vec3_origin, vec3_angle, ¶ms );
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// hint - saves vphysics some work
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pWorldPhysics->SetCallbackFlags( pWorldPhysics->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
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//pWorldPhysics->SetCallbackFlags( pWorldPhysics->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
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//PhysCheckAdd( world, "World" );
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// walk the world keys in case there are some fluid volumes to create
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@ -667,8 +667,8 @@ IPhysicsObject *PhysCreateWorld_Shared( CBaseEntity *pWorld, vcollide_t *pWorldC
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IPhysicsObject *pWater = physenv->CreatePolyObjectStatic( pWorldCollide->solids[fluid.index],
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surfaceData, vec3_origin, vec3_angle, &solid.params );
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pWater->SetCallbackFlags( pWater->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
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physenv->CreateFluidController( pWater, &fluid.params );
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//pWater->SetCallbackFlags( pWater->GetCallbackFlags() | CALLBACK_NEVER_DELETED );
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//physenv->CreateFluidController( pWater, &fluid.params );
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}
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}
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else if ( !strcmpi( pBlock, "materialtable" ) )
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@ -100,6 +100,8 @@ void PhysFrictionEffect( Vector &vecPos, Vector vecVel, float energy, int surfac
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// ORs gameFlags with the physics object's current game flags
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inline unsigned short PhysSetGameFlags( IPhysicsObject *pPhys, unsigned short gameFlags )
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{
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return 0;
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unsigned short flags = pPhys->GetGameFlags();
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flags |= gameFlags;
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pPhys->SetGameFlags( flags );
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@ -269,6 +269,8 @@ static void RagdollCreateObjects( IPhysicsEnvironment *pPhysEnv, ragdoll_t &ragd
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memset( ragdoll.list, 0, sizeof(ragdoll.list) );
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memset( &ragdoll.animfriction, 0, sizeof(ragdoll.animfriction) );
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return;
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if ( !params.pCollide || params.pCollide->solidCount > RAGDOLL_MAX_ELEMENTS )
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return;
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