Prop Footsteps: Difference between revisions
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For player footsteps, Valve used <code>[[MASK_PLAYERSOLID_BRUSHONLY]]</code> rather than <code>[[MASK_PLAYERSOLID]]</code>. This difference made it so only the static world would have dynamic footsteps. The following precedure will show how to fix this issue. | For player footsteps, Valve used <code>[[MASK_PLAYERSOLID_BRUSHONLY]]</code> rather than <code>[[MASK_PLAYERSOLID]]</code>. This difference made it so only the static world would have dynamic footsteps. The following precedure will show how to fix this issue. | ||
{{note|This will not make any difference if <code>PlayStepSound</code> is overridden by the player entity (i.e. HL2MP).}} | {{note|This will not make any difference if <code>PlayStepSound</code> is overridden by the player entity (i.e. HL2MP).}} |
Revision as of 22:42, 30 October 2007
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For player footsteps, Valve used MASK_PLAYERSOLID_BRUSHONLY
rather than MASK_PLAYERSOLID
. This difference made it so only the static world would have dynamic footsteps. The following precedure will show how to fix this issue.

PlayStepSound
is overridden by the player entity (i.e. HL2MP).Basic Fix
src\cl_dll\c_baseplayer.cpp
Shift Trace Start Up
// Straight down end.z -= 64; |
→ | // Straight down start.z += 1; end.z -= 64; |
Smaller Trace Box Height
Ray_t ray; ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() ); |
↓ |
Ray_t ray; Vector mins = GetPlayerMins(); Vector maxs = GetPlayerMaxs(); maxs.z = mins.z + 1; ray.Init( start, end, mins, maxs); |
Change Trace Mask
UTIL_TraceRay( ray, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace ); |
↓ |
UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace ); |
Shift Trace Start Up
// Straight down end[2] -= 64; |
→ | // Straight down start[2] += 1; end[2] -= 64; |
Smaller Trace Box Height & Change Trace Mask
TracePlayerBBox( start, end, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT, trace ); |
↓ |
Ray_t ray; Vector mins = player->GetPlayerMins(); Vector maxs = player->GetPlayerMaxs(); maxs.z = mins.z + 1; ray.Init( start, end, mins, maxs); UTIL_TraceRay( ray, MASK_PLAYERSOLID, player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace ); |
HL2MP Override Removal
src\cl_dll\hl2mp\c_hl2mp_player.h
Prototype Removal
- PlayStepSound
- PrecacheFootStepSounds
Symbol Removal
- PlayStepSound
- PrecacheFootStepSounds
src\dlls\hl2mp_dll\hl2mp_player.cpp
Precache
In function CHL2MP_Player::Precache | |
---|---|
Remove | PrecacheFootStepSounds(); |
src\dlls\hl2mp_dll\hl2mp_player.h
Prototype Removal
- PlayStepSound
- PrecacheFootStepSounds