[hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Crusty Jacks
--
[ 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



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Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread r00t 3:16
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

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Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Crusty Jacks
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

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