Crusty Jacks wrote:
-- [ Picked text/plain from multipart/alternative ] Does anyone have
a fix for tracers in the scratch base SDK?
The SDK's FX_FireBullets() function seems to call
CSDKPlayer::Firebullet() which does not create tracers. Some coders
have recommend calling CBaseEntity::Firebullet() after FX_FireBullet
to get the tracer effect, but in my experience this fires an extra
bullet off.
Valve, will the next SDK release add tracers to
CSDKPlayer::Firebullet()? or does somebody have a work around?
What's so hard about copying...
if ( ( info.m_iTracerFreq != 0 ) && ( tracerCount++ % info.m_iTracerFreq
) == 0 && ( bHitGlass == false ) )
{
Vector vecTracerSrc = vec3_origin;
ComputeTracerStartPosition( info.m_vecSrc, &vecTracerSrc );
trace_t Tracer;
Tracer = tr;
Tracer.endpos = vecTracerDest;
MakeTracer( vecTracerSrc, Tracer,
pAmmoDef->TracerType(info.m_iAmmoType) );
}
...from CBaseEntity::FireBullets() and adding it into
CSDKPlayer::FireBullet()???
--
Jeffrey "botman" Broome
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