Code:
g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
other stuff
Code:
g_CommonLT->SetObjectFlags(m_hObject, OFT_Flags2, dwFlags2, dwFlags2);
g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, dwVisibleFlag, FLAG_VISIBLE );
g_pCommonLT->SetObjectFlags( m_hSilencerModel, OFT_Flags, 0, FLAG_VISIBLE );
g_pLTClient->SetObjectScale
g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYMODELKEYS, CF_NOTIFYMODELKEYS);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, g_pPlayerMgr->IsSpectatorMode() ? 0 : FLAG_GRAVITY, FLAG_GRAVITY);
g_pCommonLT->GetObjectFlags(m_hObject, OFT_Flags, curFlags);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, FLAG_GOTHRUWORLD, FLAG_GOTHRUWORLD | FLAG_SOLID);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, curFlags, FLAGMASK_ALL);
g_pCommonLT->SetObjectFlags(hObj, OFT_Flags, FLAG_CLIENTNONSOLID, FLAG_CLIENTNONSOLID);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Client, CF_DONTSETDIMS, CF_DONTSETDIMS);
g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYREMOVE, CF_NOTIFYREMOVE);
g_pPhysicsLT->SetObjectDims( m_hObject, &m_vDims, 0 );
g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_HITBOX | USRFLG_CHARACTER, USRFLG_HITBOX | USRFLG_CHARACTER );
uint32 dwFlags;
g_pCommonLT->GetObjectFlags( m_hModel, OFT_Flags, dwFlags );
g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, ((dwFlags & FLAG_VISIBLE) ? FLAG_RAYHIT : 0), FLAG_RAYHIT );
g_pCommonLT->SetObjectFlags( hMoveObj, OFT_Flags, 0, FLAG_SOLID );
g_pCommonLT->SetObjectFlags( m_hCollisionObject, OFT_Flags, FLAG_SOLID, FLAG_SOLID );
g_pLTClient->GetObjectPos( m_hCollisionObject, &vPos );
// Disable gravity. example
Code:
m_bBodyOnLadder = LTTRUE;
m_hLadderObject = pInfo->m_hObject;
//disable gravity
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_GRAVITY);
just incase this helps
Code:
g_pPhysicsLT->MoveObject(m_hObject, &vPos, MOVEOBJECT_TELEPORT);