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.
>> >
>> >
>> > _______________________________________________
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>> >
>>
>>
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>>
>
>
> -- 
> Sent from Olly's SEGA Game Gear
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