Prop Footsteps
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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).src\cl_dll\c_baseplayer.cpp
-
Shift Start Up
// Straight down end.z -= 64;
→ // Straight down start.z += 1; end.z -= 64;
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 Start Up
// Straight down end[2] -= 64;
→ // Straight down start[2] += 1; end[2] -= 64;
Change Trace Mask
TracePlayerBBox( start, end, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
↓ TracePlayerBBox( start, end, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );