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Thread: disable playercollision Voron's libcod

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  1. #10
    Assadministrator kung foo man's Avatar
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    Should be these CONTENTS_ flags: https://github.com/iortcw/iortcw/blo...surfaceflags.h

    PHP Code:

    #define CONTENTS_SOLID          1       // an eye is never valid in a solid

    #define CONTENTS_LIGHTGRID      4   //----(SA)    added

    #define CONTENTS_LAVA           8
    #define CONTENTS_SLIME          16
    #define CONTENTS_WATER          32
    #define CONTENTS_FOG            64


    //----(SA) added
    #define CONTENTS_MISSILECLIP    128 // 0x80
    #define CONTENTS_ITEM           256 // 0x100
    //----(SA) end
    #define CONTENTS_MOVER          0x4000
    #define CONTENTS_AREAPORTAL     0x8000

    #define CONTENTS_PLAYERCLIP     0x10000
    #define CONTENTS_MONSTERCLIP    0x20000

    //bot specific contents types
    #define CONTENTS_TELEPORTER     0x40000
    #define CONTENTS_JUMPPAD        0x80000
    #define CONTENTS_CLUSTERPORTAL  0x100000
    #define CONTENTS_DONOTENTER     0x200000
    #define CONTENTS_DONOTENTER_LARGE       0x400000


    #define CONTENTS_ORIGIN         0x1000000   // removed before bsping an entity

    #define CONTENTS_BODY           0x2000000   // should never be on a brush, only in game
    #define CONTENTS_CORPSE         0x4000000
    #define CONTENTS_DETAIL         0x8000000   // brushes not used for the bsp

    #define CONTENTS_STRUCTURAL     0x10000000  // brushes used for the bsp
    #define CONTENTS_TRANSLUCENT    0x20000000  // don't consume surface fragments inside
    #define CONTENTS_TRIGGER        0x40000000
    #define CONTENTS_NODROP         0x80000000  // don't leave bodies or items (death fog, lava) 
    E.g. 288 would be 256 + 32, which is CONTENTS_ITEM + CONTENTS_WATER


    Or these ones? https://github.com/voron00/libcod/bl...pp#L2014-L2041

    PHP Code:
    #define CONTENTS_SOLID          1
    #define CONTENTS_NONCOLLIDING   4
    #define CONTENTS_LAVA           8
    #define CONTENTS_WATER          0x20
    #define CONTENTS_CANSHOTCLIP    0x40
    #define CONTENTS_MISSILECLIP    0x80
    #define CONTENTS_VEHICLECLIP    0x200
    #define CONTENTS_ITEMCLIP       0x400
    #define CONTENTS_SKY            0x800
    #define CONTENTS_AI_NOSIGHT     0x1000
    #define CONTENTS_CLIPSHOT       0x2000
    #define CONTENTS_MOVER          0x4000
    #define CONTENTS_PLAYERCLIP     0x10000
    #define CONTENTS_MONSTERCLIP    0x20000
    #define CONTENTS_TELEPORTER     0x40000
    #define CONTENTS_JUMPPAD        0x80000
    #define CONTENTS_CLUSTERPORTAL  0x100000
    #define CONTENTS_DONOTENTER     0x200000
    #define CONTENTS_DONOTENTER_LARGE 0x400000

    #define CONTENTS_MANTLE         0x1000000
    #define CONTENTS_DETAIL         0x8000000
    #define CONTENTS_STRUCTURAL     0x10000000
    #define CONTENTS_TRANSPARENT    0x20000000
    #define CONTENTS_NODROP         0x80000000

    #define CONTENTS_BODY           0x2000000
    #define CONTENTS_TRIGGER        0x40000000 
    IDK, whatever makes most sense, somebody can test it

    In Vorons list I don't see any number for `Number(256).toString(16)` which would be hex 0x100

    `Number(8320).toString(16)` would be 0x2080, which is CONTENTS_CLIPSHOT + CONTENTS_MISSILECLIP, I would guess you just need to add CONTENTS_PLAYERCLIP 0x10000


    0x10000 + 0x2000 + 0x80 == 73856 (clipshot + missleclip + playerclip, might work..)

    You can calculate these numbers easily in every browser F12/devtools console... JavaScript supports everything you might need to calculate that stuff
    timescale 0.01

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