RE: [hlcoders] Interface method request: engine->ServerInsertCommand()

2005-04-11 Thread Alfred Reynolds
I can suggest it to the team but as its such a base interface we hadn't
planned on altering it any time soon.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Monday, April 11, 2005 8:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Interface method request:
engine->ServerInsertCommand()

Thanks, Alfred, for responding.

No-- I'm looking for something different.
IVEngineServer::ServerCommand() places the command at the _end_ of of
the command buffer. I need the same function that the 'exec' command
would use to place a command at the _beginning_ of the command buffer.
Without an InsertAtFront or something similar, in-line variable
expansion is not possible (without lots of command ordering issues).

Thanks a lot for considering my request-- it's quite important to the
community using the EventScripts plugin, and will likely come in handy
for mods down the road.

Thanks again,
-Mattie




- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 11, 2005 5:58 PM
Subject: RE: [hlcoders] Interface method request:
engine->ServerInsertCommand()


> Are you looking for IVEngineServer::ServerCommand() which will run a
> command on the server?
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
> Casper
> Sent: Sunday, April 10, 2005 7:59 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Interface method request:
> engine->ServerInsertCommand()
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] Valve reps,
>
> Is there any way you can extend the IVEngineServer interface to
> provide
> ServerInsertCommand() (or some other relevant name)? It would work a
> lot like the old Quake engine's command buffer function
> (Cbuf_InsertText) that allows a console command to be inserted at the
front of the buffer.
> I assume a similar function exists in the HL2 engine, because, as far
> as I know, "exec" would need something like that to work correctly.
>
> If you could expose this function, it would allow my server plugin to
> cleanly support in-line variable expansion for my concommands.
>
> Thanks so much for your help,
> -Mattie
> --
>
>
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> please visit:
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>
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> please
> visit:
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>
>


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Re: [hlcoders] Interface method request: engine->ServerInsertCommand()

2005-04-11 Thread Mattie Casper
Thanks, Alfred, for responding.
No-- I'm looking for something different. IVEngineServer::ServerCommand() places
the command at the _end_ of of the command buffer. I need the same function that
the 'exec' command would use to place a command at the _beginning_ of the
command buffer. Without an InsertAtFront or something similar, in-line variable
expansion is not possible (without lots of command ordering issues).
Thanks a lot for considering my request-- it's quite important to the community
using the EventScripts plugin, and will likely come in handy for mods down the
road.
Thanks again,
-Mattie

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 11, 2005 5:58 PM
Subject: RE: [hlcoders] Interface method request: engine->ServerInsertCommand()

Are you looking for IVEngineServer::ServerCommand() which will run a
command on the server?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, April 10, 2005 7:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Interface method request:
engine->ServerInsertCommand()
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Valve reps,
Is there any way you can extend the IVEngineServer interface to provide
ServerInsertCommand() (or some other relevant name)? It would work a lot
like the old Quake engine's command buffer function (Cbuf_InsertText)
that allows a console command to be inserted at the front of the buffer.
I assume a similar function exists in the HL2 engine, because, as far as
I know, "exec" would need something like that to work correctly.
If you could expose this function, it would allow my server plugin to
cleanly support in-line variable expansion for my concommands.
Thanks so much for your help,
-Mattie
--
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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Michael Kramer
Ok, I am actually creating the Gauss Gunand I have everything
working except when the beam shoots through wallsthis is what I
have

I have it so that if penetrated = true then it will draw the beam
using this function

DrawBeam( startposition,endposition,width, whether or not I  use the Muzzle )

So basically I have it
DrawBeam( startPos, tr.endpos, 9.6, true ); For normal but I want to
so that it then creats another beam at the end so it would be like
DrawBeam( tr.endpos, beyond!!, 9.6, false );
But it doesn't work I do not know how to tell it to go past
tr.endpos.By using Broome's method, it creats two beams both
coming from the muzzle even with muzzle set to false.

The draw beam code is here:

void CWeaponGaussGun::DrawBeam( const Vector &startPos, const Vector
&endPos, float width, bool useMuzzle )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

if ( pOwner == NULL )
return;

//Check to store off our view model index
if ( m_hViewModel == NULL )
{
CBaseViewModel *vm = pOwner->GetViewModel();

if ( vm )
{
m_hViewModel.Set( vm );
}
}

//Draw the main beam shaft
CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );

if ( useMuzzle )
{
pBeam->PointEntInit( endPos, m_hViewModel );
pBeam->SetEndAttachment( 1 );
pBeam->SetWidth( width / 4.0f );
pBeam->SetEndWidth( width );
}
else
{
pBeam->SetStartPos( startPos );
pBeam->SetEndPos( endPos );
pBeam->SetWidth( width );
pBeam->SetEndWidth( width / 4.0f );
}

pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 );
pBeam->RelinkBeam();
pBeam->LiveForTime( 0.1f );

//Draw electric bolts along shaft
for ( int i = 0; i < 3; i++ )
{
pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i 
);

if ( useMuzzle )
{
pBeam->PointEntInit( endPos, m_hViewModel );
pBeam->SetEndAttachment( 1 );
}
else
{
pBeam->SetStartPos( startPos );
pBeam->SetEndPos( endPos );
}

pBeam->SetBrightness( random->RandomInt( 64, 255 ) );
pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) );
pBeam->RelinkBeam();
pBeam->LiveForTime( 0.1f );
pBeam->SetNoise( 1.6f * i );
pBeam->SetEndWidth( 0.1f );
}
}

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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Normalising the vector gives you a unit vector (length of 1 unit), that only
expresses direction. Botmans solution is to extend your beam further than
your original (and presumably beam again, using beam_end as the end of the
beam).

How are you creating this beam?

On Apr 12, 2005 9:36 AM, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> Now instead of continuing the beam, it creats two beams, and one just
> shoots off in random directions
>
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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \"botman\" Broome
Michael Kramer wrote:
Now instead of continuing the beam, it creats two beams, and one just
shoots off in random directions
HA!  That'll teach you to listen to me!  :)
Just kidding.  I have no idea why you're getting 2 beams (unless you're
creating it twice somehow).
Make a simple test map with a couple of walls in it.  Create a beam that
goes from (0,0,0) to some fixed point in the world.  Substitute those 2
coordinates (0,0,0 and fixed point) in your calculations and see if the
beam gets drawn to the proper places.
--
Jeffrey "botman" Broome
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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Michael Kramer
Now instead of continuing the beam, it creats two beams, and one just
shoots off in random directions

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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \"botman\" Broome
Michael Kramer wrote:
Can you explain how to do that? I do not know how to normalize a vector.
Divide each of the components of the vector by the length of the vector
(assuming the length is NOT zero :)), or just use...
VectorNormalize(vec);
...so it would look something like this...
Vector v_beam = tr.endpos - start_position;
VectorNormalize(v_beam);
v_beam = v_beam * 100;  // scale the vector up by large amount
Vector beam_end = start_position + v_beam;
--
Jeffrey "botman" Broome
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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Michael Kramer
Can you explain how to do that? I do not know how to normalize a vector.

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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \"botman\" Broome
Michael Kramer wrote:
Ok, here is my problem, I have a beam that I want to be able to shoot
through a wall, and it doesn't work. There is no collisions or
anything. I am wondering how to get it to continue on after it gets to
tr.endposanyone know?
Are you using tr.endpos as the end position of your beam?
Why not just normalize the vector between tr.endpos and start, then
scale that vector up by a BIG number, then add that to the start
position to get the end position of the beam?
--
Jeffrey "botman" Broome
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[hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Michael Kramer
Ok, here is my problem, I have a beam that I want to be able to shoot
through a wall, and it doesn't work. There is no collisions or
anything. I am wondering how to get it to continue on after it gets to
tr.endposanyone know?

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RE: [hlcoders] Interface method request: engine->ServerInsertCommand()

2005-04-11 Thread Alfred Reynolds
Are you looking for IVEngineServer::ServerCommand() which will run a
command on the server?

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, April 10, 2005 7:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Interface method request:
engine->ServerInsertCommand()

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Valve reps,

Is there any way you can extend the IVEngineServer interface to provide
ServerInsertCommand() (or some other relevant name)? It would work a lot
like the old Quake engine's command buffer function (Cbuf_InsertText)
that allows a console command to be inserted at the front of the buffer.
I assume a similar function exists in the HL2 engine, because, as far as
I know, "exec" would need something like that to work correctly.

If you could expose this function, it would allow my server plugin to
cleanly support in-line variable expansion for my concommands.

Thanks so much for your help,
-Mattie
--


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RE: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread Yahn Bernier
The other way to do this is to do something with:

void Panel::PaintTraverse(bool repaint, bool allowForce)

Where you can see the order that the Push/Pop occurs, what the
parameters are and how the PaintBackground/Paint methods get called by
default.  You could invert the ordering for one panel if you override
this function for your class of panel.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, April 11, 2005 9:59 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Miscellaneous VGUI Questions

> A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's

> constructor will make its position independent of the parent. This
> would probably be a much easier solution, if that's all you need to
> do.

Heh.  Not quite.

The following code paints the child before the baseclass, but the
painting

occurs in the parent's coordinate space:

CClass::Paint() {
ChildObject->Paint();
BaseClass::Paint();
}

Thus the need for the push/pop:

CClass::Paint() {
PushMakeCurrent(foo);
ChildObject->Paint();
PopMakeCurrent(bar);
BaseClass::Paint();
}

where 'foo' and 'bar' are associated with the child.  The question is,
what are the args supposed to mean?  (I can make a guess, at least, for
PushMakeCurrent())



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RE: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread Yahn Bernier
I would do the other thing I mentioned (having another "parent" panel z
sorted behind your other one, then the positions are the same if it's
the same size as it's sibling.

All Push does is store off a relative x, y offset and turn on clipping
and start batching text rendering calls.  Pop does the inverse as well
as sending the text off to the renderer

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, April 11, 2005 6:04 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Miscellaneous VGUI Questions

> The Push/Pop is used by the Paint/PaintTraverse methods to deal with
> the panels GetPos(x,y) offsets relative to the parent and do clipping
> of children inside the parent rectangle.  I wouldn't mess with these
calls.

Bingo.  That's the reason why I want to mess with these calls :)

Since evidently I can't make VGUI2 draw children before parents, to do
it manually I could just call the child's Paint() method before I do the
drawing for the parent itself.  Unfortunately, though, as of right now
the child seems to want to use the GetPos() offsets relative to the
parent, and not itself, in its own Paint() code.  Thus, the Push()/Pop()
will be useful.

So, mind enlightening me on its usage?


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Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-11 Thread r00t 3:16
hehe
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 11, 2005 10:43 AM
Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

Heres another thing, throw all your grenades away apart from 1. Then
kill yourself with that grenade, you will drop a spare grenade.
On Apr 11, 2005 6:12 AM, r00t 3:16 <[EMAIL PROTECTED]> wrote:
This is with the HL2MP SDK ALL Weapons
If a weapon has extra ammo, but you fire all the rounds in the clip, then
switch to another weapon fire the weapon then switch back to the weapon
that
needed to be reloaded it will have a full clip again, when you switch
back.
I thought this was kind of odd. It should force the player to reload.
This
happen to the weapon the in HL2MP Sdk. Not sure why this happens at the
momement.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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--
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- http://www.shadow-phoenix.com
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RE: [hlcoders] Don't understand how to get models into the game

2005-04-11 Thread Mike Dussault
What are the steps you've taken so far and where, specifically, is the
problem happening?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of "BigFoot"
Sent: Sunday, April 10, 2005 3:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Don't understand how to get models into the game

I've got some problems, and I think it's in the coding, I can't seem to
replace the pistol model for my mod. It's getting on my nerves, and I
can't find any good tutorials out there, any help is appreciated.

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Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-11 Thread Steven Guy
I've noticed this as well. I haven't tryed it yet but I think it maybe
default_clip from the script files. I think that when you drop a weapon
reguardless if it has ammo or not the clip will be given default_clip amount
of ammo. I believe this is for single player to make sure that you get ammo.
Just set default_clip to -1 and this should fix it.
From: Ben Davison <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip?
Date: Mon, 11 Apr 2005 15:43:21 +0100
Heres another thing, throw all your grenades away apart from 1. Then
kill yourself with that grenade, you will drop a spare grenade.
On Apr 11, 2005 6:12 AM, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> This is with the HL2MP SDK ALL Weapons
>
> If a weapon has extra ammo, but you fire all the rounds in the clip,
then
> switch to another weapon fire the weapon then switch back to the weapon
that
> needed to be reloaded it will have a full clip again, when you switch
back.
> I thought this was kind of odd. It should force the player to reload.
This
> happen to the weapon the in HL2MP Sdk. Not sure why this happens at the
> momement.
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
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--
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- http://www.shadow-phoenix.com
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Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread [EMAIL PROTECTED]
> A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's
> constructor will make its position independent of the parent. This
> would probably be a much easier solution, if that's all you need to
> do.

Heh.  Not quite.

The following code paints the child before the baseclass, but the painting

occurs in the parent's coordinate space:

CClass::Paint() {
ChildObject->Paint();
BaseClass::Paint();
}

Thus the need for the push/pop:

CClass::Paint() {
PushMakeCurrent(foo);
ChildObject->Paint();
PopMakeCurrent(bar);
BaseClass::Paint();
}

where 'foo' and 'bar' are associated with the child.  The question is, what
are the args supposed to mean?  (I can make a guess, at least, for
PushMakeCurrent())



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Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread Casey Bodley
> > The Push/Pop is used by the Paint/PaintTraverse methods to deal with the
> > panels GetPos(x,y) offsets relative to the parent and do clipping of
> > children inside the parent rectangle.  I wouldn't mess with these calls.
>
> Bingo.  That's the reason why I want to mess with these calls :)
>
> Since evidently I can't make VGUI2 draw children before parents, to do it
> manually I could just call the child's Paint() method before I do the
> drawing for the parent itself.  Unfortunately, though, as of right now the
> child seems to want to use the GetPos() offsets relative to the parent, and
> not itself, in its own Paint() code.  Thus, the Push()/Pop() will be
> useful.
>
> So, mind enlightening me on its usage?

A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's
constructor will make its position independent of the parent. This
would probably be a much easier solution, if that's all you need to
do.

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Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-11 Thread Ben Davison
Heres another thing, throw all your grenades away apart from 1. Then
kill yourself with that grenade, you will drop a spare grenade.

On Apr 11, 2005 6:12 AM, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> This is with the HL2MP SDK ALL Weapons
>
> If a weapon has extra ammo, but you fire all the rounds in the clip, then
> switch to another weapon fire the weapon then switch back to the weapon that
> needed to be reloaded it will have a full clip again, when you switch back.
> I thought this was kind of odd. It should force the player to reload. This
> happen to the weapon the in HL2MP Sdk. Not sure why this happens at the
> momement.
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] CL_Alloc

2005-04-11 Thread tei
I have a idea.
Actually you spawn units.  1 rocket, 1 waypoint, etc..
Thats cool because its simple, a entity its a object (1:1)
But Its poor because everything its disconected and dont interact.
My idea its to spawn "groups" of something (superentitys)
Then you can spawn "explosions", and any explosion will have 10 crap
decals that will bounce doing damage/breaking stuff. The good about that
its.. you alloc 10 entitys, and freemalloc 10 entitys. Its safer.
AND you can store on the "superentity" information that can be shared
trough the other entitys.
Yet more good about that its that the world on a FPS really work this
way, with N elements that cooperate.  Say.. on a explosion you have a
bunch of particles. I think its a non-sense to have a explosion withouth
particles, or particles withouth explosions. You can really have
explosions, so you dont really need to manage particles indidually.
Once you change your brain chip, the world can be different. AI can be
coded has nets of cooperative entitys (controllers) for a single visible
entity. Weapons can have parts that can interact to generate custom
sounds//custom actions. Etc.
Well... Its a raw idea, need work to become something usefull, of course.
Thanks.
Adam "amckern" Mckern wrote:
sounds like you have to much in precache, put in an
empty map (exmpty box with player spawn, and light),
or take a look at your added precache code
--- Ben Everett <[EMAIL PROTECTED]> wrote:
>
Since merging with the latest SDK update, whenever a
player spawns there is
a chance that the server crashes w/ a 'CL_Alloc: No
free edicts' error.
Anyone got any idea of how to fix this, isolate the
problem, etc?



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Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread [EMAIL PROTECTED]
> The Push/Pop is used by the Paint/PaintTraverse methods to deal with the
> panels GetPos(x,y) offsets relative to the parent and do clipping of
> children inside the parent rectangle.  I wouldn't mess with these calls.

Bingo.  That's the reason why I want to mess with these calls :)

Since evidently I can't make VGUI2 draw children before parents, to do it
manually I could just call the child's Paint() method before I do the
drawing for the parent itself.  Unfortunately, though, as of right now the
child seems to want to use the GetPos() offsets relative to the parent, and
not itself, in its own Paint() code.  Thus, the Push()/Pop() will be
useful.

So, mind enlightening me on its usage?


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Re: [hlcoders] Don't understand how to get models into the game

2005-04-11 Thread Brian Pufuwozu
--
[ Picked text/plain from multipart/alternative ]
How could that be coding related?
 On Apr 11, 2005 8:53 AM, BigFoot <[EMAIL PROTECTED]> wrote:
>
> I've got some problems, and I think it's in the coding, I can't seem
> to replace the pistol model for my mod. It's getting on my nerves, and
> I can't find any good tutorials out there, any help is appreciated.
>
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