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Client-side Temp Ents are great, personally I just edit the following
routine in entity.cpp:

void DLLEXPORT HUD_TempEntUpdate

You can basically do what you want with it in there. Check this section here

        if ( !active )          // Kill it
        {
                pTemp->next = *ppTempEntFree;
                *ppTempEntFree = pTemp;
                if ( !pprev )   // Deleting at head of list
                        *ppTempEntActive = pnext;
                else
                        pprev->next = pnext;
        }

This is called when life has run out to remove it from the linked list etc,
you could put some special case code here, either by adding another custom
FTENT_ flag or whatever you like. I use HUD_TempEntUpdate for custom control
of sprites (dust, smoke, etc), as far as I know it should work the same with
temp-entity models.

You'll find the origin in, pTemp->entity.origin and the velocity its in
pTemp->entity.baseline.origin, took me a bit of debuging and mucking about
to find that!

Hopefully this should be of some help.

o Creme
________________________________________________________
Michael Danzo
Game Programmer :: Half-Life Rally modification :: http://www.hlrally.net/

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of omega
Sent: Saturday, 28 December 2002 10:50 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Temp Entities


With a server side tempent? You don't.
If you were doing it client side, (efx api, which calls into the
tempents without messages), you can run callback functions which you can
use to detect when it stops moving. But other than that, sool.


-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Admin
Sent: December 28, 2002 9:14 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Temp Entities

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  When you create an SVC_TEMPENTITY of type TE_MODEL (an entity that has
direction and velocity that bounces off other entities, walls, etc for a
time duration) How do you learn of the final position of the temp
entity?
Example: If the temp entity bounces off a wall and comes to rest on the
ground and the time the temp entity is allowed to exist expires how do
you find its final location?

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