Originally Posted by
GliderPro
Since the values you are fiddling with are in the PhysX library I was thinking about hooking PxCreateControllerManager and exploiting PxController::move(). The anti-debug crap and RL have made me lose interest in PS2 lately. I may experiment with it some more this weekend though.
virtual PxU32 PxController::move ( const PxVec3 & disp,
PxF32 minDist,
PxF32 elapsedTime,
const PxControllerFilters & filters,
const PxObstacleContext * obstacles = NULL
) [pure virtual]
Moves the character using a "collide-and-slide" algorithm.
Parameters:
[in] disp Displacement vector
[in] minDist The minimum travelled distance to consider. If travelled distance is smaller, the character doesn't move. This is used to stop the recursive motion algorithm when remaining distance to travel is small.
[in] elapsedTime Time elapsed since last call
[in] filters User-defined filters for this move
[in] obstacles Potential additional obstacles the CCT should collide with.
Returns:
Collision flags, collection of PxControllerFlag