oops, no he didn't replace it did not see it below the FL_PRONE..
So I guess just moving
#define PLAYER_FLAG_BITS 9
to
#define PLAYER_FLAG_BITS 10
will work ok?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, May 26, 2005 12:06 AM
Subject: Re: [hlcoders] Player specific flags
I have a working prone I just wanted to add those flags I have 3 to add
....
He replaced FL_WATERJUMP
I guess I could replace a few things but really was hoping there was a
better way of doing this.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Stephen Micheals" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Wednesday, May 25, 2005 11:41 PM
Subject: Re: [hlcoders] Player specific flags
This might be of some help:
http://swallowbush.com/forum/viewtopic.php?t=339
On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
How do you add more player specific flags ? Would something like this
work?
#define FL_PRONE (1<<9 )
#define PLAYER_FLAG_BITS 10 ?
Or would that cause issues with
#define FL_INWATER (1<<9) // In water
??
As stated above we want to use only a few bits of network precision for
the
player flags.
Adding the flag to the end breaks that rule
r00t 3:16
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