well, do a dry run of the code on paper to make sure my logic is correct..
you probably want while (pObject == pLast ) at the bottom of the while loop,
and to set pLast as a member varible for the class and dont set it to NULL
on entry to the function.

----- Original Message -----
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 14, 2001 4:04 PM
Subject: RE: [hlcoders] # of entities


> Hrmmm I rip'ed that code from SpawnSpot...
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
> Sent: Wednesday, November 14, 2001 11:01 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] # of entities
>
>
> your resetting pLast to NULL each time this function is called, in
> effect you are doing
>
> * find camera (first one)
> * save to pLast
> * loop while camera != pLast (so if the camera == first one we loop, oo
> second camera != first one)
> * use pobject (second camera)
> * exit function
>
> thus each time you are finding the same camera (the second one I would
> guess)
>
> ----- Original Message -----
> From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, November 14, 2001 2:37 PM
> Subject: RE: [hlcoders] # of entities
>
>
> > OOPS! Wrong cvs tree ;)
> >
> > There is a
> > pLast = pObject;
> > In between the for {} and do {} while ();
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
> > Ronald
> > Sent: Wednesday, November 14, 2001 9:35 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] # of entities
> >
> >
> > Tis what I have so far, another issue I am having..
> > The first trigger_camera is fired clean (developer 100 running) Second
>
> > pass, the player is dropped to a SpawnSpot *boogle* then Back to a
> > camera *boggle*. The player should "never" leave the Camera's UNTIL a
> > team/class is selected.
> >
> > void CBasePlayer::PreThink(void)
> > {
> > blah blah blah
> > ...
> > CBaseEntity *pObject = NULL;
> > CBaseEntity *pLast = NULL;
> >
> > // If joe-blow is not on a team, find a camera and
> > // for him to use it!
> > // stay in camera mode until a team/class is selected
> > if ( (!FStrEq(this->m_szTeamName, TEAM_PS) )
> > &&   (!FStrEq(this->m_szTeamName, TEAM_GHOST) )
> > &&   (!FStrEq(this->m_szTeamName, TEAM_SPECTATOR) ) )
> > {
> > // Thanks ReedBeta for the timer idea!
> > if (gpGlobals->time > m_flNextCameraTime)
> > {
> > // Taked from EntSelectSpawnPoint
> >
> > for ( int i = 2; i > 0; i-- ) // TODO: remove
> > the static 2, replace with dynamic code
> > // That
> > will find the # of trigger_cameras in the map
> > {
> > pObject = UTIL_FindEntityByClassname( pObject,"trigger_camera" );
> > if(!pObject)
> > continue;
> > }
> >
> > do
> > {
> > UTIL_LogPrintf("doing the do\n");
> > // increment pObject
> > pObject = UTIL_FindEntityByClassname(
> > pObject, "trigger_camera" );
> > } while ( pObject != pLast );
> >
> > // End EntSelectSpawnPoint
> > pObject->Use(this,this,USE_TOGGLE,0);
> >
> > m_flNextCameraTime = gpGlobals->time + 15;
> > }
> > }
> > ...
> > ...
> > ...
> > }
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of botman
> > Sent: Wednesday, November 14, 2001 9:01 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] # of entities
> >
> >
> > > Grrrr... That erks me now ;)
> > > I can find all 3 trigger_cameras in a level, but every time
> > > PreThink()
> >
> > > is called The same trigger_camera is fired *sigh* even though I have
>
> > > a
> >
> > > do{} while (pLast != pObject); (similar to the
> > > Spawn selection code)
> > >
> > > -Ron
> >
> > Is pLast declared global (or static within the function)???  Maybe
> > it's always starting at the first one each time.
> >
> > Jeffrey "botman" Broome
> >
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