[hlcoders] SDK bullet tracer fix?
-- [ Picked text/plain from multipart/alternative ] Does anyone have a fix for tracers in the scratch base SDK? The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet() which does not create tracers. Some coders have recommend calling CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but in my experience this fires an extra bullet off. Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or does somebody have a work around? TIA - Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK bullet tracer fix?
Crusty Jacks wrote: -- [ Picked text/plain from multipart/alternative ] Does anyone have a fix for tracers in the scratch base SDK? The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet() which does not create tracers. Some coders have recommend calling CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but in my experience this fires an extra bullet off. Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or does somebody have a work around? What's so hard about copying... if ( ( info.m_iTracerFreq != 0 ) ( tracerCount++ % info.m_iTracerFreq ) == 0 ( bHitGlass == false ) ) { Vector vecTracerSrc = vec3_origin; ComputeTracerStartPosition( info.m_vecSrc, vecTracerSrc ); trace_t Tracer; Tracer = tr; Tracer.endpos = vecTracerDest; MakeTracer( vecTracerSrc, Tracer, pAmmoDef-TracerType(info.m_iAmmoType) ); } ...from CBaseEntity::FireBullets() and adding it into CSDKPlayer::FireBullet()??? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK bullet tracer fix?
Look around for, that should give you an idea how to get the tracers working. FireBulletsInfo_t Fire; Fire.m_iShots = 1; Fire.m_vecSrc = pPlayer-Weapon_ShootPosition( ); Fire.m_vecDirShooting = pPlayer-GetAutoaimVector( flSpread ); Fire.m_vecSpread = GetBulletSpread(); Fire.m_iDamage = 8; Fire.m_iAmmoType = m_iPrimaryAmmoType; Fire.m_pAttacker = (CBaseEntity *) pPlayer; Fire.m_nFlags = true; Fire.m_iTracerFreq = 1; Fire.m_flDistance = MAX_TRACE_LENGTH; pPlayer-FireBullets( Fire ); Add that into CWeaponMP5::PrimaryAttack() { .. . } Below the FX_FIREBULLETS r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Crusty Jacks [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 19, 2005 6:43 PM Subject: [hlcoders] SDK bullet tracer fix? -- [ Picked text/plain from multipart/alternative ] Does anyone have a fix for tracers in the scratch base SDK? The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet() which does not create tracers. Some coders have recommend calling CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but in my experience this fires an extra bullet off. Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or does somebody have a work around? TIA - Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' -- ___ 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
Re: [hlcoders] SDK bullet tracer fix?
botman: that is the route that i've taken with my code. I'm having some issues with the tracers on a listen server for some reason and i have yet not located the problem. I'm assuming that at some point a future SDK release would have the tracers implemented already. I was looking to compare my fix with Valve's proper implementation or somebody else's implementation. In the mean time, i'll keep plugging away at it. Thanks again for your input. r00t 3:16 : your solution fires an extra bullet. try running a 'sv_showimpacts 1' and you'll see what I mean. --- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: Crusty Jacks wrote: -- [ Picked text/plain from multipart/alternative ] Does anyone have a fix for tracers in the scratch base SDK? The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet() which does not create tracers. Some coders have recommend calling CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but in my experience this fires an extra bullet off. Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or does somebody have a work around? What's so hard about copying... if ( ( info.m_iTracerFreq != 0 ) ( tracerCount++ % info.m_iTracerFreq ) == 0 ( bHitGlass == false ) ) { Vector vecTracerSrc = vec3_origin; ComputeTracerStartPosition( info.m_vecSrc, vecTracerSrc ); trace_t Tracer; Tracer = tr; Tracer.endpos = vecTracerDest; MakeTracer( vecTracerSrc, Tracer, pAmmoDef-TracerType(info.m_iAmmoType) ); } ...from CBaseEntity::FireBullets() and adding it into CSDKPlayer::FireBullet()??? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders