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Make Clean static panel collisions accurate
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TeamSpen210 committed Dec 12, 2024
1 parent 5fb81ba commit 6276af2
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Showing 39 changed files with 533 additions and 1,255 deletions.
42 changes: 41 additions & 1 deletion packages/valve/geometry/items/angled_pan/vbsp_config.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,16 @@
"Condition"
{
"instance" "<ITEM_PANEL_ANGLED>"
"Condition"
{
"Orientation" "floor"
"Result"
{
// If on the floor, add a grating so there's somewhere
// for the player to stand.
"AddOverlay" "%static_folder%floor_grate.vmf"
}
}
"Condition"
{
"InstVar" "$connectioncount = 0"
Expand Down Expand Up @@ -52,6 +62,21 @@
"classname" "func_detail"
}
}
// If facing with the panel down, it's possible you can
// get stuck "sliding" between the embed wall and the
// panel backface. This adds clips to prevent that.
"Condition"
{
"Orientation"
{
"from_dir" "1 0 0"
"direction" "0 0 1"
}
"Result"
{
"AddOverlay" "%static_folder%inverted_clip_30.vmf"
}
}
}
"$animation ramp_45_deg_open"
{
Expand All @@ -69,6 +94,19 @@
"classname" "func_detail"
}
}
// Same as 30 degrees.
"Condition"
{
"Orientation"
{
"from_dir" "1 0 0"
"direction" "0 0 1"
}
"Result"
{
"AddOverlay" "%static_folder%inverted_clip_45.vmf"
}
}
}
"$animation ramp_60_deg_open"
{
Expand All @@ -86,12 +124,14 @@
"classname" "func_detail"
}
}
// Inverted clips not required, you can walk on this.
}
"$animation ramp_90_deg_open"
{
"TemplateBrush" "BEE2_ANGLED_PAN_CLEAN_COLL:static_90"
"ChangeInstance" "%static_folder%90_surf.vmf"
// Transfer all the tiledefs from the floor to the vertical position.
// This is axis-aligned, so we want a regular surface here.
// First, transfer all the tiledefs from the floor to the vertical position.
"TemplateBrush" "BEE2_ANGLED_PAN_90_TRANSFER"
// Then copy over faith plates and placement helpers.
"TransferBullseye"
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