Hmm, setsize?
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Hmm, setsize?
I forgot why projectiles are setsize'd to '000','000' ?
I thought it was because the engine would provide the dimensions but, in practice setsize it called after setmodel...
EDIT:
Okay so then i see in world.c SV_MOVE is where the collision happens, and with MOVETYPE_FLYMISSILE sets the bounding box to
but what about grenades?
Oh and on a side note, the ogre was supposed to have a nailgun??

- Code: Select all
setmodel (missile, "progs/missile.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
I thought it was because the engine would provide the dimensions but, in practice setsize it called after setmodel...
- Code: Select all
if (mod)
{
if (mod->type != mod_alias)
PF_SetMinMaxSize (e, mod->mins, mod->maxs);
else
PF_SetMinMaxSize (e, quakemins, quakemaxs);
}
else
PF_SetMinMaxSize (e, vec3_origin, vec3_origin);
EDIT:
Okay so then i see in world.c SV_MOVE is where the collision happens, and with MOVETYPE_FLYMISSILE sets the bounding box to
- Code: Select all
if (type == MOVE_MISSILE)
{
for (i=0 ; i<3 ; i++)
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
but what about grenades?
Oh and on a side note, the ogre was supposed to have a nailgun??
- Code: Select all
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
Last edited by r00k on Thu Sep 16, 2010 5:10 pm, edited 1 time in total.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
pretty much anything other than '0 0 0' '0 0 0' will cause it to use hull 1. and that's huge. there's no way to separate bsp collisions/hulls and ent collisions, other than MOVE_MISSILE hacks.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
ok, i figured it was some kinda hackery, which almost seemed like it was tracing backwards, after the fact. I was just wonder if it was 100% accurate cause i was playing last night and i swore i thought i saw a missile pass through someone while they were turning around...
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
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