Or you could just have the monster drop an item when it dies. Say like a money bag....
Just a thought. Dave ----- Original Message ----- From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, 09 December, 2002 12:56 Subject: Re: [hlcoders] Continuing money system > > I checked out the tutorial at http://hlpp.telefragged.com/tuts/money.htm > > for a money system, but it doesn't fit what i need. Any ideas how to have > > it so when you kill a monster (maybe the base monster class?) you get > > money for it? > > Stick something like this in CBaseMonster::Killed() (in combat.cpp)... > > CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pevAttacker); > // is it a player (and not a grenade, hornet, rocket, etc.)? > if (pPlayer->IsPlayer()) > { > pPlayer->m_Money += m_MosterMoneyValue; > } > > ...where m_Money is a member variable in the CBasePlayer class and > m_MonsterMoneyValue is a member variable in the CBaseMonster class (assuming > different monsters are worth different amounts of money). > > Note: Some monsters override the ::Killed() function and you will have to > handle those cases separately (i.e. in that specific monsters ::Killed() > function). > > Jeffrey "botman" Broome > > _______________________________________________ > 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

