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http://www.omegaowns.us/omega/weapon_arx.cpp

On 6/3/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
>
> Omega, do you have an example file which will compile? I can't seem to
> get mine to work (It keeps trying to find a base class weapon file which
> of course doesn't exist...)..
>
> Help :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
> >>
> >>
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> > --
> > -omega
> > --
> >
> > _______________________________________________
> > 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:
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>
>


--
-omega
--

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