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Ok then, well one way would be to use botmans method, except replace his
start_position with tr.startpos. Then ensure the second beam you call has a
startpos of tr.endpos, and an endpos of the scaled new vector.
So,
/* start here */
DrawBeam( s
Acording to the comment beside FindStringIndex in the
INetworkStringTable interface definition it returns -1 if the string is
not found. However it appears to return 65535 which seems like it may
be the result of a signed/unsigned mismatch within the implementation
that is used. I'm just wonderin
It returns INVALID_STRING_INDEX on error, check for that value (it is
unsigned short under the hood, so it will be 65535 ). The comment in the
interface should be corrected to get you to check for
INVALID_STRING_INDEX and not -1.
And yes, AddString() will update an existing entry if it exists.
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Still doesn't work, it freezes the game sometimes, and the beam still
doesn't go through, and sometimes the beam comes from the middle of
the screenI have fooled around with it but nothing works :( Oh
wellany other ideas?
On 4/12/05, NuclearFriend <[EMAIL PROTECTED]> wrote:
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> [ Picked
Hey,
One of my mappers just sent me his new map, where he used hl2dm.fgd
instead of base.fgd (since i use source code only sdk as a base, this
could be the problem, but...) somehow, whenever i get close to his ember
particles, i get the assert from C_BaseEntity::GetAbsOrigin firing, wich
is this on
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