Original Post
the function
PRBSP_CollisionCheck (BSPEntity, &start, &end, PlayerBBox, 20)
is really useful, obviously.
What I want to know is what is it with BSPs that make it so easy to do collision?
Why can''t there be a
PR_PROCollisionCheck (PROEntity, &start, &end, PlayerBBox, 20)?
I''m just curious, I don''t know much about the inner workings of this stuff and I''m very interested. Thanks.
-Rich