Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-04 Thread NuclearFriend
-- [ Picked text/plain from multipart/alternative ] Yes, this was requested by a mapper on my team so I fixed it. In CPropRotatingDoor::Spawn(), comment out the line: m_flDistance = fabs(m_flDistance); This would make prop doors only open in one direction (making it impossible to have

Re: [hlcoders] vgui event question?

2005-05-04 Thread Heritage
Ok, got it working, but it was not easy because I did not know I had to add the DECLARE_CLASS_SIMPLE macro in my class declaration to use the MESSAGE_FUNC_PARAMS macro. If that is accurate, you may want to change your documentation to reflect it because it shows a class using the message macro

[hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-04 Thread Mike Blowers
Can anyone tell me where const char *options comes from ? It is used to set the weaponType to the required muzzleflash, trouble is I've been getting assert errors, I stuck in a DevMsg and the token is not what I expected it to be... To sort this out I really need to know exactly where the token

RE: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-04 Thread Matt Boone
It comes from an animation event. Char *options is the options parameter to the event, and usually holds information about the muzzleflash, eg what style to draw or a scale value. Eg your fire animation might include this event: $sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 {

Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-04 Thread r00t 3:16
Actually I got some code for you if your interested. Yes I fixed up this as well. I based it off the CPropDoorRorating Mine is called CPropDoorOneway and it 1 ways the door. If you set the flag in hammer Reverse Dir it will reverse the direction of the door. r00t 3:16 CQC Gaming