Well, he has to cast to a player point anyways, although I agree, CBaseEntiy:IsPlayer() followed by a static_cast<>() should be much faster than a dynamic_cast<>()
----- Original Message ----- From: "Olly" <oli...@gmail.com> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Sent: Wednesday, April 29, 2009 12:07 PM Subject: Re: [hlcoders] Checkpoints Triggers > Just FYI there is: CBaseEntity::IsPlayer() > > 2009/4/29 Jonas 'Sortie' Termansen <hlcod...@maxsi.dk> > >> I'd make a variable in the player class called int_Rounds (or something >> clever) and then make a custom trigger, that could be called >> Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called >> int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). >> Then >> in the Touch Function of Trigger_Checkpoint, dynamically cast the >> baseentity* and see if it's a player. If it is a player, then check if >> the >> pPlayer->int_Rounds = int_RoundsOfThisTrigger-1, and if it is, then set >> pPlayer->int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to >> be >> expanded, so when the player reaches the goal, the int_Rounds is set to >> Zero >> again. But that should be straightforward. >> >> Of course, it could be done with some advanced in-map entity >> input/output, >> but it's much simpler (and more reliable) to do it via programming. >> >> Have Fun, >> Sortie >> >> ----- Original Message ----- >> From: "FaMiNe" <fam...@gmail.com> >> To: "Discussion of Half-Life Programming" >> <hlcoders@list.valvesoftware.com >> > >> Sent: Tuesday, April 28, 2009 11:50 PM >> Subject: [hlcoders] Checkpoints Triggers >> >> >> > I've been looking into this for a while, but I'm still new. >> > >> > I'm trying to create a checkpoint system, where the player cannot >> > activate the next checkpoint until they get the current one (ex: have >> > to >> > get checkpoint 1 before you can get checkpoint 2). >> > >> > I created a map entity, and using trigger_multiple as a base for my >> > checkpoint trigger, I'm trying to find a place to put a variable that >> > contains the previous checkpoint that they grabbed, and a method to >> > trigger it in the first place. Since this is a multiplayer mod, I >> > expect >> > each player instance to have their own checkpoint status variable. >> > >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > Sent from Olly's SEGA Game Gear > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders