Open stefanhendriks opened 5 years ago
Note, even YAPB seems to rely on tpHit
to give something back (see this commit), and removes the flag (see this commit) as Realbot also does.
So they probably also can see through the curtains and such.
FYI:
Even when reading point information it won't read SOLID. (as expected)
for (int i = 1; i < 40; i += 2) {
v_dest = v_source + gpGlobals->v_forward * i;
int contents = POINT_CONTENTS(v_dest);
char msg[255];
sprintf(msg, "Content for step %d is %d", i, contents);
pBot->rprint_trace("BotShouldJump", msg);
}
Related to #28
So this is what I know:
The fences are
func_illusionary
:And in code
dll.cpp
aroundSpawn_Post
there is already a piece of code that unsets some flag. However, that deals with windows. Ie, everything with a render mode:kRenderTransTexture
.However, the
func_illusionary
are actually drawn with rendermodekRenderTransAlpha
.Now, having tested this by adding the following:
to the if statement and then nothing, makes them still undetectable by a
trace_hull
ortrace_line
. But.. when I add this:the
trace_hull
andtrace_line
do find them. Which is nice and good. But when applying this to the level, there is strange behaviour:the leafs are also
func_illusionary
and they become solid and at the floor. Hence you can't walk through them making that path unplayable.Also, this would probably make cs_747 unplayable as well because it would make the curtains solid. So that won't be an option for #28 :/
So what other options are there?
This is just a brain fart:
func_illusionary
, then remove the changes again and we have some metadata?cs_italy
, but it won't solve the curtains incs_747
Known cases to deal with:
cs_italy
the fences to jump overcs_747
the curtains bots seem to be able to see through (#28)... other cases??