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c_updatehull(ENTITY* ent, var frame) #172264
12/11/07 15:11
12/11/07 15:11
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline OP
Senior Member
maybenew  Offline OP
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
Quote:

Recalculates collision hulls for the given entity to match the vertex positions of a certain frame (starting at 1 for first frame).




This is crap. If you use "C_Updatehull (My, 1)" for an entity with only one frame the collision hull is totally screwed up. The frame number has to start at 0.

This little error caused... you don't wanna know what problems we had because of this.

I would like to ask for a better communication between the people writing the functions and the people documenting it for the users.

Re: c_updatehull(ENTITY* ent, var frame) [Re: maybenew] #172265
12/12/07 13:12
12/12/07 13:12
Joined: Jul 2000
Posts: 28,131
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,131
Frankfurt
Thanks for the info. The 'crap' was not caused by bad communication in this case, but by a missing -1 in the code.

Re: c_updatehull(ENTITY* ent, var frame) [Re: jcl] #172266
12/12/07 20:55
12/12/07 20:55
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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F

Joined: Jul 2007
Posts: 959
nl
strange if i use 1 it works greate only if i use a animation frames it sucks


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