What I find stranger is that having also unsubscribed, that this email is
getting through but no others are! Surely this can't be the only mail going
through the hlcoders servers!
On 26 December 2010 23:09, Richard Hough wrote:
> Same here, except my unsubscription was from about 3 years ago. I
I've also used the clientCmd for -attack, but that has a weird side
effect of the user then needing to press fire twice before they start
firing when they exit the VGUI screen.
How about a +attack when they exit the vgui screen? lol
On Tue, Apr 15, 2008 at 1:05 AM, Nick <[EMAIL PROTECTED]> wrote
I use SnapEyeAngles to modify my players rotation, try that.
On Fri, Apr 4, 2008 at 7:56 PM, Maarten De Meyer <[EMAIL PROTECTED]>
wrote:
> Implement CSDKPlayer::PostThink, call it's baseclass's PostThink and
> afterwards call SetAbsAngles() with your desired angles as parameter. That
> will modif
I use the ClientCmd method for many of my systems, including inventory, and
it works perfectly.
On Wed, Apr 2, 2008 at 11:11 AM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:
> and why can't you pass the slot with a command?
>
> engine->ClientCmd( VarArgs("useitem %i", slot) );
>
> now in the comma
--
[ Picked text/plain from multipart/alternative ]
I am trying to figure out how to change a weapon's worldmodel independantly
of the weapon_xxx.txt file in /scripts/. I have a base weapon class,
CWeaponBaseMelee, which inherits from CBaseHLBludgeonWeapon. I have tried
overriding the GetWorldMode
--
[ Picked text/plain from multipart/alternative ]
p.s. Just noticed that you seem to be wanting to do something compeltely
different *do'h*
On Jan 15, 2008 5:07 PM, Jamie Femia <[EMAIL PROTECTED]> wrote:
> Simply putting this in the player class spawn function works without
>
--
[ Picked text/plain from multipart/alternative ]
Simply putting this in the player class spawn function works without having
to modify any client code.
QAngle a = EyeAngles();
a[YAW] += 90; // degrees to rotate
SnapEyeAngles(a);
On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Oh my god. I'm such a fool! How did I not notice that?! I should NOT be a
C++ programmer with schoolboy errors like that. Thank you, you have just
opened my eyes :D haha.
Seriously though, good catch, that really didn't occur to me!
On Jan 11, 2
--
[ Picked text/plain from multipart/alternative ]
I can't really give a code snippet because for it to be in any kind of
context you would need to see quite a bit of it.
I will try and simplify it:
I have a class, CItem. This class contains char arrays, integers, etc, etc
holding data about a
--
[ Picked text/plain from multipart/alternative ]
That's what I thought... in that case I need to figure out why calling
delete vector[element] crashes my mod!
On Jan 11, 2008 8:07 PM, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> If the element type is a pointer:
>
> CUtlVector< CMyClass * > vecSt
--
[ Picked text/plain from multipart/alternative ]
Thanks for the input everyone, very helpful :)
On 1/11/08, Ronny Schedel <[EMAIL PROTECTED]> wrote:
>
> Why you don't look at the code itself? In "Remove" you can see the element
> will be destroyed by the Destruct function. The Destruct function
; you, my utlvectors typically never grow to be more than 20 elements.
>
> When Half-Life2 shuts down, does all of the memory allocations that were
> created during the game get deallocated automatically, so other programs
> can
> use them?
>
>
> - Original Message -
te what you add. purging just removes the elements.
>
> On Jan 11, 2008 11:35 AM, Jamie Femia <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Am I right in assuming that if you have a vector of pointers, that point
>
--
[ Picked text/plain from multipart/alternative ]
Am I right in assuming that if you have a vector of pointers, that point to
things you create with "new", you have to either call delete on each element
or use PurgeAndDeleteElements()? Because that's what I've been using up
until recently, where
--
[ Picked text/plain from multipart/alternative ]
I presume you're using DEFINE_USEFUNC?... I have run into similar problems..
a usefunc doesn't seem to get called on some of the lower level classes I
try to base an NPC on, but if I inherit from classes further down the line
(like CNPC_PlayerComp
--
[ Picked text/plain from multipart/alternative ]
Anyone know why equipping a weapon seems to disable this function? I use it
to draw stuff on my HUD but when I equip a weapon it disappears...
--
___
To unsubscribe, edit your list preferences, or view
_TO_CLASS( player, CHL2_Player );
> >
> > And replaced it with your class?
> >
> >
> > On Nov 26, 2007 7:44 PM, Jamie Femia <[EMAIL PROTECTED]> wrote:
> > > I've been pondering over this for a while, and it's quite a puzzling
> > > probl
I've been pondering over this for a while, and it's quite a puzzling
problem for me since there doesn't seem to be any documented cases or
solutions...
Basically I'm using a custom player class inheriting from CHL2_Player
in a HL2SP mod. I have some trigger_changelevel entities in certain
location
18 matches
Mail list logo