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.
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 );