Aah, right :D Thats not too bad, cheers for that :) -- just gotta solve
the Unresolved BaseClass error :P
Tony "omega" Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
you HAVE to create classes for each one.
even if it's simply a matter of doing it like this:
class CWeaponAK47 : public CWeaponBaseCS
{
};
LINK_ENTITY_TO_CLASS( weapon_ak47, CWeaponAK47);
PRECACHE_WEAPON_REGISTER(weapon_ak47);
class CWeaponGalil : public CWeaponBaseCS
{
};
LINK_ENTITY_TO_CLASS( weapon_galil, CWeaponGalil);
...
etc.
i did something like this in another one of my mods.
On 6/1/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
Hey,
I would like to create all the CS weapons in my mod, but i don't want to
create a file for each... I created a base weapon that i would like to
base all of them off (It gets their data from the weapon_script)
I tried this (For all of the weapons at the top of the Base file
LINK_ENTITY_TO_CLASS( weapon_ak47, CWeaponBaseCS );
PRECACHE_WEAPON_REGISTER(weapon_ak47);
But i then get an error:
d:\src\game_shared\hl2mp\csweps\weapon_basecsweapon\weapon_basecsweapon.cpp(91)
: error C2084: function 'C_BaseEntity *CCWeaponCSBaseFactory(void)'
already has a body
d:\src\game_shared\hl2mp\csweps\weapon_basecsweapon\weapon_basecsweapon.cpp(89)
: see previous definition of 'CCWeaponCSBaseFactory'
I know this probably looks sloppy code, i dont care because i need to
get these weapons in without too much work. Is there a quicker way?
Also, another issue is Counter-Strike world models. I would rather not
have to distribute the hacked world models with my mod (Increases size),
is there anyway to move the ValveBiped bone to the RHand attachment on
the HL2DM Player Models?
Cheers
Tom
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--
-omega
--
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