Shit your right; I missed off the "_DLL" how the fuck did I not notice that?!

You are my hero; Thank you so much man! :D

On 17 Aug 2006 at 18:24, Skillet wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Is HL2 defined in the project options?
>
> On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Content-description: Mail message body
> >
> >         if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) &&
> > (m_flNextPrimaryAttack <=
> > gpGlobals->curtime))
> >         {
> >                 // Clip empty? Or out of ammo on a no-clip weapon?
> >                 if ( !IsMeleeWeapon() &&
> >                         (( UsesClipsForAmmo1() && m_iClip1 <= 0) || (
> > !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
> >                 {
> >                         HandleFireOnEmpty();
> >                 }
> >                 else if (pOwner->GetWaterLevel() == 3 &&
> > m_bFiresUnderwater == false)
> >                 {
> >                         PrecacheScriptSound( "Water.Spark" );
> >                         EmitSound( "Water.Spark" );
> >
> >                         #ifdef HL2
> >                         CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
> >                                 if(pPlayer->IsAlive())
> >                                 {
> >                                 pPlayer->m_iHealth = 0;
> >                                 pPlayer->Event_Killed( CTakeDamageInfo(
> > pPlayer,
> > pPlayer, 0, DMG_NEVERGIB ) );
> >                                 pPlayer->Event_Dying();
> >                                 }
> >                         #endif
> >
> > That's in "basecombatweapon_shared.cpp" and it doesn't seem to be working;
> > it's ment to
> > play a sound and then kill the plater if they fire a gun under water.
> >
> > Any idea why?
> >
> > Thanks;
> > Yanii
> >
> > --
> >
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> >
> >
> --
>
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