I've had a couple of odd crashes occuring in
vgui_TeamFortressViewport.cpp on line 328 (vgui::ipanel()->DeletePanel(
vPanel );) and I can't work out what's causing them.
The first occured when I was writing a new game rules class inherited
from CMultiplayRules for teamplay. In its constructor I cr
Hmm got it all working now :) The crash after firing an event
happened because I was calling DeleteThis on the KeyValues class after
I'd passed it to FireEvent. The other crash which I hadn't fixed was
occuring because of something I'd done to the CTeam class however it's
all fixed now.
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All the predicted weapons appear to have prediction data tables which
are setup in a very similar way to an entities network table (a
DECLARE_PREDICTABLE() statement is put in the class def and you have a
BEGIN_PREDICITION_DATA( )/END_PREDICTION_DATA( ) pair in a source file
somewhere between which
I'm currently writing a melee weapon system for the mod I'm working on.
It's going to work rather differently to way say the HL2 crowbar works
in that instead of just whacking buttons to make your character do
different attacks the movements of your mouse will determine how you
attack. I've setup
> It sounds like you've got collisions enabled between the sword's bone
> followers and the player. The simplest way to fix this is to call
> SetOwnerEntity() on each of the bone followers and set the player as
> the owner of them.
Yup that was it, it's working fine now (or at least the player ca
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
You should be able to write a shader proxy to handle this
-Original Message-
Ok so I have a question about tieing a shader to an entity. Im trying to
write a shader so that its tied to an entity so as the entity is
activated the shader is then run. I.E Im trying to give the impression
of a
Look in the modelsrc directories under cstrike, hl2 and hl2mp in the
sourcesdk_content directory. The urban player model uses pose
parameters for its walking animations (see
sourcesdk_content/cstrike/modelsrc/animation for the source QC files).
Also if you get a copy of cannonfodder's mdl decompil
I'm currently writing code for a trebuchet, the arm of which is a
ragdoll and it's sling is a prop_physics entity. The sling needs to be
attached to the arm via ropes. Creating the actual rope is easy enough
but I'm having trouble with setting up length constraints between the
sling and the arm.
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