I guess I could do that.
On another topic, for using tracebox, how do you go about figuring out what
direction to trace in if you need to look for a safe place to put someone?
I mean. Setorigin(self.owner, self.origin) works, but if you're touching a
wall enough to stop your movement, but not enough to stop your rocket from
moving forward, that's how you get caught in a wall because you get moved to
the thing's origin and partly stuck in the wall.  So I need to know how to
figure out what part of a person is not stuck so I know what direction to
move the half step in to move them out of the wall.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew T.
Atkinson
Sent: Thursday, December 15, 2005 10:50 AM
To: AGRIP User and Developer discussion list
Subject: RE: [AGRIP-discuss] I'm being a ninny again

In that case... could we /try/ it with the version I posted to you
originally?  I think it will lead to the best solution in the end.  It
was very hard to do the first version, through looking at many diffs
between QC files and I reckon it would take even longer to do this one.
I could have a go at doing the function overriding to get rid of all the
duplicate code, then you have a totally clean codebase to go on with.

Also, when you feel you are going to need to make a change in some code
outside of your area and can't, for some reason, overload a function,
then please contact us and let us know we need to sort something out.

An example is the hook we put in to do precaches -- there is a special
function you can make that will be run in worldspawn() for precaching
things in your mod.  We can put in stuff like that so that you don't
need to hack around and we can ensure that our code and yours will play
nice with each other, even when ours is updated independently of yours
(as it should be automatically when we add new features).

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>

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