by Baker » Thu Aug 02, 2012 5:23 am
With the extra functionality I added to R_LightPoint to collide against submodels, I have to say that in general that function works better for this purpose than the existing anti-wallhack functions at least that I have tried and that are in this thread.
I have been doing stuff with "ghost players" and I don't want the ghosts to pass out-of-sight, not even beyond a door or a lift or platform -- otherwise it looks "dumb".
/Just filing this info here. I'm primarily referring to code I've wrriten in my FitzQuake Mark V project. The function I use to determine if something is really visible is R_SurfacePoint_Begin (which is essentially my replacement for R_LightPoint). This function work reliably but is mildly imperfect in a way that isn't material for this purpose, but most of the Q1 collision stuff is inferior to, say, better functions in DarkPlaces (it is mostly small inaccuracies that generally don't matter but in I have "tool_texturepointer" that selects surfaces and it is annoying when I see, say, a backface selected which tells me the collision for some dumb reason didn't hit the front face.)
The night is young. How else can I annoy the world before sunsrise?

Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..