RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
So in short, as long as everybody does not touch the cBaseEntity and cBasePlayer but make an own class to derive from it, the plugins will be safe... The irony! :) === Stefan Hendriks FunDynamic & RealBot http://www.fundynamic.nl http://realbot.bots-uni

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Hasan Aljudy
mod authors should *not* be limited or restricted by plug-in authors. plug-in authors *should* be limited and restricted by mod authors >:) On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks <[EMAIL PROTECTED]> wrote: > So in short, as long as everybody does not touch the cBaseEntity and > cBasePlay

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
Rofl, i think its a bi-directional thing here ;) You either change your mod code and destroy plugins... Or plugins force you to code how the sdk is intended to be used... Ie, derive from classes and not just hack into them :P === Stefan Hendriks FunDyn

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Lance Vorgin
If you're willing to detour, nobody's restricted by anybody :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Christian Marschalek
> mod authors should *not* be limited or restricted by plug-in authors. > plug-in authors *should* be limited and restricted by mod authors >:) Why should *anyone* be restriced by *anyone*? Hacking classes renders the purpose of object oriented programming somewhat useless... ;) _

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Tony \"omega\" Sergi
There are instances when working on a mod that you need to alter the base class though. One example would be a round reset system. Unless you want to search for every possible entity by name to reset them, you'd want to add a reset function at base level, so you can just call base->reset or what h

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
I still see the reason. You could derive your entities from the baseclass and put a reset in that entity. When you want to reset stuff, you could put that in an own baseclass even so you derive from 2 classes.. Imo, there is no excuse to alter the baseentity or baseplayer class. =

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Draco
Dunno if this applies to HL2 coding(I swear, if I don't get MSVC 2003 soon*grumble*) but pretty much half the crap I added to my MOD required me to add members to CBaseEntity. All plugin authors need to do is update their plugin everytime the mod is updated, mod authors make the declaration of thos

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
That would be a most ideal situation. I just hope it will also compile fine when you give me your class ,w ithout the contents of possible functions... === Stefan Hendriks FunDynamic & RealBot http://www.fundynamic.nl http://realbot.bots-united.com http:

Re: [hlcoders] [ Basic question (prob. 101st same question ]

2005-01-10 Thread Draco
the source SDK will compile under MSVC 2003(or 7.1) but will(with some tinkering) work with MSVC 6 and above. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the

[hlcoders] Getting a entity from a trace line

2005-01-10 Thread Draco
This is a HL1 question, not source I have put some code into my rpg that makes a traceline when you secondaryattack, and gets the ent from that result and uses that as the rocket target instead of the laser dot. The only problem I am having is that traceresult only has a pointer to the edict_t of

[hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Christian Marschalek
Hi everyone, If I understood the server plugin example correctly, I can only access certain features through interfaces. Now I wonder if there's a list of interfaces I can use in a server plugin? What I'm looking for especially is a good method of disconnecting a client. I know that the engine int

Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread jeff broome
> > If I understood the server plugin example correctly, I can only access > certain features through interfaces. Now I wonder if there's a list of > interfaces I can use in a server plugin? Here's some that I've tried (you'll need to include the appropriate .h file yourself). The commented ones

RE: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Karl \"XP-Cagey\" Patrick
In response to your last question: http://list.valvesoftware.com/mailman/private/hlcoders/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christian Marschalek Sent: Monday, January 10, 2005 7:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders]

Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread jeff broome
<[EMAIL PROTECTED]> wrote: > In response to your last question: > > http://list.valvesoftware.com/mailman/private/hlcoders/ The valvesoftware.com archive isn't searchable. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Draco
And the one botman posted presents it in a better tree, sometimes the mailman archive screws it up ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archi

Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Christian Marschalek
Hi Jeffrey, First: thanks for your fast answer! > Here's some that I've tried (you'll need to include the appropriate .h > file yourself). The commented ones definitely don't work... That's what I was looking for and since valve has commected the code pretty good I think I can handle it from he

[hlcoders] Re: Help with RemoveFromPlayerSimulationList ?

2005-01-10 Thread Patrick Flanagan
Update .. I've narrowed down the problem to be caused by a class I derived from CPhysicsProp. Sometimes when this class spawns, for reasons a mystery to me, it starts calling destructors and goes up the chain from C_BreakableProp all the way to C_BaseEntity. I used the debugger in VS.NET to watch

[hlcoders] Re: Help with RemoveFromPlayerSimulationList ?

2005-01-10 Thread Patrick Flanagan
I apologize for the extended dialogue with myself here. I converted it from CPhysicsProp to CPhysicsPropMultiplayer and now I don't get that error anymore. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://

[hlcoders] Respawn Bug MP SDK

2005-01-10 Thread Tommi Bordi
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Has anyone else noticed the respawn bug in multiplayer? If not, heres a short description of it: When you kill a player and when he is about to respawn, you can see that the playermodel is created

[hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Mike Michaels
I tried contacting Valve regarding this problem, but they haven't responded in over 3 weeks. HL Elite programmer (007) told me that "hlcoders" were more efficient than Valve/Steam technical support and that I might be able to find help this way. Basically, my problem is as follows: Whenever I tr

Re: [hlcoders] External ballistics

2005-01-10 Thread David Byttow
The problem is that these are line traces, not fast moving bullets. So, the best way I can see is to precalculate the target and then move the object down based on gravity. When a bullet is fired, you can line trace to see what it hits, then, you can easily determine (based on time) how far down

Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread David Byttow
1. I don't have the code in front of me. Doesn't CBasePlayer have a pointer or some way to access its own anim state? If so, you can change it there? 2. Probably because it is calculated at end of frame or something from the camera matrix. Do a find in files for all accessors or set breakpoints to

RE: [hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Alfred Reynolds
This is inappropriate for this list, the Steam forums or technical support (as you have already tried) are the correct places to ask this. The networking problem you mention are typically caused by a bad NAT device (linksys ones seem to be the worst offenders at the moment). - Alfred Origina

Re: [hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Jeffrey \"botman\" Broome
Mike Michaels wrote: Whenever I try to play HL2 Multiplayer online, I find that I am constantly getting disconnected from every server I log into. I get disconnected on average of about once every 5-10 minutes. Upon disconnection, I always receive one of the two following error messages: Disconne

Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread Hasan Aljudy
with regards to changing the hitbox .. if you're working with the single player, it's not automatic. On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow <[EMAIL PROTECTED]> wrote: > 1. I don't have the code in front of me. Doesn't CBasePlayer have a > pointer or some way to access its own anim state

RE: [hlcoders] Respawn Bug MP SDK

2005-01-10 Thread Mike Dussault
Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this in most cases. There's a known bug in EF_NOINTERP where they'll still interpolate sometimes, but we'll be fixing that in an SDK update. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of T

Re: [hlcoders] Movetypes and CollisionTypes

2005-01-10 Thread SuicideCommando
Hmmy attempts to change the collision rules don't seem to change anything. I set my projectile up as follows: pBullet->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); pBullet->SetCollisionGroup(COLLISION_GROUP_PROJECTILE ); Then in ShouldCollide() in both the sdk_gamerules.cpp and i

[hlcoders] Climbing Ladders

2005-01-10 Thread Markus Martin
Hello, Has anyone else noticed an inability to climb ladders in the MP SDK code? At first I thought this was because the CSDKGameMovement class declared its own constructor without calling the base class constructor and something was not being initialized, but this does not help. I've been diggin

[hlcoders] Log console output

2005-01-10 Thread r00t 3:16
Anyone know the command to turn console output to log to a file? I had found it before but forget the command... r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list