Re: [hlcoders] Zone Entities

2002-06-16 Thread botman
> if ((player.x >= entity.min.x) && (player.x <= entity.max.x) && > (player.y >= entity.min.y) && (player.y <= entity.max.y) && > (player.z >= entity.min.z) && (player.y <= entity.max.z)) > { >// think inside the box > } ...and of course that should be "(player.z <= entity.max.z))" (n

Re: [hlcoders] Zone Entities

2002-06-16 Thread botman
> I need to figure out how to code in zone type entities into my mod. I > can get the base entity part, but I need to figure out how to flag a > player when he's in the entity and then how to reset the flag when he's > exited the entity's bounds. any ideas how? If you have an origin of an entity

Re: [hlcoders] Zone Entities

2002-06-16 Thread Cortex
: 71548738 - Original Message - From: "Mazor" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, June 16, 2002 12:50 PM Subject: RE: [hlcoders] Zone Entities | Then wouldn't the flag end up flip flopping every frame? One frame on, | one frame off, one frame

RE: [hlcoders] Zone Entities

2002-06-16 Thread Mazor
Of Daniel Koppes Sent: Sunday, June 16, 2002 5:24 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Zone Entities Well... does a player trigger the Touch() function every frame as long as he is inside the entity? You could clear the flag in the players PreThink() function, and set it in the Touch(

Re: [hlcoders] Zone Entities

2002-06-16 Thread Daniel Koppes
Well... does a player trigger the Touch() function every frame as long as he is inside the entity? You could clear the flag in the players PreThink() function, and set it in the Touch() function. Thusly, if they leave, the flag is no longer updated and is cleared. Or something like that.