I agree, but perhaps it's better off in CHud::VidInit...
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Subject: hlcoders digest, Vol 1 #995 - 8 msgs
Date: Thu, 17 Jul 2003 06:34:02 -0700 (PDT)
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what code?
Tony "omega" Sergi wrote:
You need to get the code from this archive.
Or if someone else feels like posting it again for the 8th time or something
like that. Heh
-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
You need to get the code from this archive.
Or if someone else feels like posting it again for the 8th time or something
like that. Heh
-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL P
how do i use SV_StudioSetupBones. i search for examples of it and i
couldn't find any. i also search for sv_blending_interface_t and i only
found one instance.
Tony "omega" Sergi wrote:
You can still do that it you use SV_StudioSetupBones. Just don't include the
9-way blending parts.
You can still do that it you use SV_StudioSetupBones. Just don't include the
9-way blending parts.
-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] O
cache them on the server side?
Tony "omega" Sergi wrote:
Just cache the last known positions; store into a global var all 4
attachment points for all players every time the player is drawn, use them.
Being one render frame behind is better than being completely screwed up =)
-omega
-Original M
Just cache the last known positions; store into a global var all 4
attachment points for all players every time the player is drawn, use them.
Being one render frame behind is better than being completely screwed up =)
-omega
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTE
The only help I can offer is that I DO know the attachment points aren't
looked at until almost the very last step in the render process, so it
might have something to do with where you are trying to call the
emitting function. I had this same problem with the mortar cannons in
Firearms, I never fo
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