-- [ Picked text/plain from multipart/alternative ] mm nobody knows how to do this or did it get missed by people >< i need help pretty bad on this topic...i want something in which lets say i run a distance on a wall for 100units and then after that gravity kicks in. how would that work. and how do i do something which will let me pre maturely exit of the same state instead of running the full 100units. below is a small chunk of codes in which i use.
Vector EndPoint;trace_t tr; if( mv->m_nButtons & IN_SPEED && mv->m_nButtons & IN_FORWARD ){for(i =3D 0; i < 2; i++) EndPoint[i] =3D player->GetAbsOrigin()[i] + m_vecRight[i] * 24.0f; UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY, NUL=L, COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 ) // There is a wall {//Wall Runningplayer->SetMoveType( MOVETYPE_WALL ); if ( mv->m_flForwardMove> 10.0f){AddGravity();}} else {// no wallmv->m_nOldButtons |=3D IN_JUMP; return false;}} _________________________________________________________________ Get your free suite of Windows Live services! http://www.get.live.com/wl/all -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders