[hlcoders] (no subject)

2014-12-10 Thread Sam Vanheer
Hello, I’m just wondering if there is any documentation on how to use IFileSystem version VFileSystem009. I can’t seem to find anything that explains things like whether there are default search paths, the purpose of Mount and Unmount, how to add paths, etc. Any help would be appreciated.___

Re: [hlcoders] (no subject)

2014-12-11 Thread Sam Vanheer
ember 2014 at 08:53, Sam Vanheer wrote: Hello, I’m just wondering if there is any documentation on how to use IFileSystem version VFileSystem009. I can’t seem to find anything that explains things like whether there are default search paths, the purpose of Mount and Unmount, how to add

Re: [hlcoders] (no subject)

2014-12-13 Thread Sam Vanheer
instance of it? I played with it a while ago - I can't remember if what I did worked but I didn't use the Mount method, I used the the AddPath (I think) method. The default search-path is just the mod's root directory I think. On 11 December 2014 at 21:49, Sam Vanheer wrote: Yes, i

[hlcoders] GoldSource client dll unloaded when debugging

2014-12-18 Thread Sam Vanheer
When i start our GoldSource client dll through Visual Studio 2012 with a debugger attached, the client dll is unloaded right after being loaded. The stack trace is as follows: () Unknown [Frames below may be incorrect and/or missing] client.dll!AlertMessage(ALERT_TYPE atype, char * s

Re: [hlcoders] how to make interruption of reloading in goldsrc by changeing weapon?

2016-01-21 Thread Sam Vanheer
Setting m_fInReload to FALSE in the weapon's Holster method should do the trick. Op 21/01/2016 om 8:28 schreef Matas Lesinskas: > how to make interruption of reloading in goldsrc by changeing weapon? > ___ > To unsubscribe, edit your list preferences, o

Re: [hlcoders] triggering an entity from a plugin

2016-10-06 Thread Sam Vanheer
I looked around a bit and found nothing that can be used to trigger entities from plugins. The code for I/O is in the game libraries, but no interfaces appear to be exported for use in server plugins. If you're making a plugin for a specific mod and the authors are willing, you can ask for new

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Sam Vanheer
o Linux >> binaries for what I'm working on but hopefully I can find it in the vtable). >> >> On 6 October 2016 at 23:41, Sam Vanheer wrote: >> >>> I looked around a bit and found nothing that can be used to trigger >>> entities from plugins. The co

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Sam Vanheer
lobal entity list rather than through some exposed interface - is that > right? > > On 8 October 2016 at 06:41, Tom Schumann wrote: > >> Ah thanks - very helpful. Just need to find where this is in the Orange >> Box code now... >> >> On 8 October 2016 at 02:31

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-14 Thread Sam Vanheer
Only interfaces exposed in steam_gameserver.h's CSteamGameServerAPIContext class can be accessed on the server side. The client side connects to the local Steam client instance, so whichever account you're logged in as will be used. Regards, Solokiller Op 14/02/2017 om 12:08 schreef Tom S

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Sam Vanheer
guess it's not really > doable from Half-Life with the currently available sources. > > On 14 February 2017 at 21:26, Sam Vanheer wrote: > >> Only interfaces exposed in steam_gameserver.h's >> CSteamGameServerAPIContext class can be accessed on the server side. &g

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
Could you post the entire compile log, it looks like there are errors elsewhere that are cascading to cause this problem. Op 27/02/2017 om 17:20 schreef SK G: > Hi everyone. > > I need help with MonsterMod for Metamod I'm trying link the entities with > them and I got this error > > error C2065:

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
Also to the mailing list managers, this list is being watched by spambots. Op 27/02/2017 om 17:29 schreef Sam Vanheer: > Could you post the entire compile log, it looks like there are errors > elsewhere that are cascading to cause this problem. > > > Op 27/02/2017 om 17:20 schr

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
barney.cpp(42) : error C2078: too many initializers > \monster mod 2017\dlls\barney.cpp(42) : error C2275: 'CMBarney' : illegal > use of this type as an expression > \monster mod 2017\dlls\cmbasemonster.h(653) : see declaration of 'CMBarney' > Error executing cl.exe. > &g

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
beit poorly. Op 27/02/2017 om 18:09 schreef SK G: > Exactly It's the same bro if you can help me i appreciate very much > > if you need the source pack i send you via private mail > > 2017-02-27 13:29 GMT-03:00 Sam Vanheer : > >> Could you post the entire compile lo

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
f SK G: > Thank you for the answer but i need link the entities for place monsters > via map and don't for text/cfg how is done. > > I don't know what is the method more efficient for this. > > Sorry for my bad english haha > > Thanks a lot! > > 2017-02-27 14: