-- [ Picked text/plain from multipart/alternative ] It's ran in 2 different places. On client it's run through prediction.cppand in server its done through playermove. So you can create your own classes and run that instead. But you'll of course need to write up your own gamemovement code from scratch.
On 6/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > You should be able to expose it by doing something like: > > IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement; > > I've never actually tried it myself though, gamemovement is one of a few > rare spots I actually just hacked on the base classes in order to add my own > game code. The way it's currently written, the only function I've ever > needed to add to is FullWalkMove, and if I abstracted it, I'd just have to > copy/paste that entire function and then add my edits inside, so abstracting > it seems counterproductive. :-/ > > At 2007/06/02 07:11 PM, Nial Giacomelli wrote: > >I'm trying to create my own GameMovement class that inherits from > >CGameMovement. This is for a multiplayer modification. I have the > >class code written, and it compiles correctly. But I'm unsure of how > >and where the current GameMovement class is defined and linked with > >the code. > > > >How would I go about hooking up my new GameMovement class? > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

