*   Particle systems can now be defined with a per-map manifest, similar to
soundscapes. Inside the particles folder you simply create
particles_mapname.txt and declare your particle system files just like the
regular manifest. Prefix with ! to cache automatically. Ex: "file"
"!particles/mymap_effects.pcf"

I wonder if it'll be possible to send down particles from the server via
plug-in and have the client properly load them...

Also,

>From teamplayroundbased_gamerules.h

virtual bool GetInfo_Custom(int valueType, pluginvariant &outValue,
pluginvariant options);

What is "pluginvariant" I'm assuming it's just variant_t in disguise? There
is no definition for it in the SDK.

- voogru.

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Monday, March 16, 2009 8:51 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Missing, sorry ;)

Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.

-Tony

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
Sent: March-16-09 8:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I see no normal2ssbump, where is it?

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