Yes I have,
Change the Fire.m_iTracerFreq = #
I currently have it set so every bullet is a tracer..
in weapon_mp5.cpp
void CWeaponMP5::PrimaryAttack( void )
{
...
FireBulletsInfo_t Fire;
Fire.m_iShots = 1;
Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( );
Fire.m_vecDirShooting = pPlayer->GetAutoaimVector( flSpread );
Fire.m_vecSpread = GetBulletSpread();
Fire.m_iDamage = 8;
Fire.m_iAmmoType = m_iPrimaryAmmoType;
Fire.m_pAttacker = (CBaseEntity *) pPlayer;
Fire.m_nFlags = true;
Fire.m_iTracerFreq = 1;
Fire.m_flDistance = MAX_TRACE_LENGTH;
pPlayer->FireBullets( Fire );
DoMuzzleFlash();
...
}
r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Tim Jones" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Wednesday, January 12, 2005 7:59 AM
Subject: [hlcoders] Tracer Fire
Has anyone had any luck getting tracer fire to work in a multiplayer
game? Currently I'm making a call to MakeTrace in
CSDKPlayer::FireBullet. The call is made shortly after the check for
bDoEffects. BasePlayer then hands this call off to the currently active
weapon. At any rate, I get crashes at seemingly random spots shortly
after the code executes. These crashes happen in Attachment related
code as well as DispatchEffects among others. Sometimes I can get one
or two tracers to fire off before it dies. Anyone have any
suggestions? Thanks
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