Quote:
Originally Posted by Solokiller
I've documented entvars_t, though i need to check them again to make sure i didn't miss anything: https://github.com/SamVanheer/HLEnha...progdefs.h#L58
I'm not sure if skin has any special behavior. There's code in the engine that does this:
Code:
if ( ent->v.flags & FL_NOTARGET && ent->v.waterlevel > 0 )
{
float v4 = SV_Submerged(ent) * (long double)ent->v.skin * host_frametime;
float flGravity = 1.0;
if ( ent->v.gravity != 0.0 )
flGravity = ent->v.gravity;
float waterLevel = ent->v.velocity[2] - flGravity * sv_gravity.value * host_frametime;
ent->v.velocity[2] = waterLevel + host_frametime * ent->v.basevelocity[2];
ent->v.basevelocity[2] = 0;
SV_CheckVelocity(ent);
ent->v.velocity[2] = v4 + ent->v.velocity[2];
}
I don't know why it's checking FL_NOTARGET ( 128 ) here. This code was once the player physics code, but that was moved to the game so it only runs when an entity uses MOVETYPE_STEP or MOVETYPE_PUSHSTEP. I suppose this could be the bobbing-in-water behavior, but unless the disassembler is wrong it's using skin for this.
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For func_ladder, it's used for storing CONTENT enum (CONTeNT_LADDER, CONTENT_SOLID, etc)