Directly calling TakeDamage() in CS leads to a server crash or at least
fudging the CBaseEntity to try to make the call to TakeDamage() leads to
a server crash.

Thanks for the feedback. I really do appreciate it. Interesting idea
with the spawn of trigger hurt very creative I would not thought of
that.

In the end though it seems, to me, equivalent to calling pfnClientKill()
and blocking the Death message and log message replacing both with a
custom one (at least I think it is the same. I may be missing some
larger point).

On a side note I want to thank botman for the monstermod code. Between
monstermod, chickenmod, Quake 1, trace_plugin, and HL SDK I have been
able to extract many answers to head scratchers.


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of voogru
Sent: Thursday, August 28, 2003 6:44 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Looking for a good way to kill players

I have successfully used TakeDamage before, but its just way too buggy
(for
example. in NS I could call TakeDamage in windows just fine, but in
linux it
liked to crash).


----- Original Message -----
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, August 28, 2003 5:58 PM
Subject: Re: [hlcoders] Looking for a good way to kill players


> > If you can do all that.. wouldn't it be easier to like, call
TakeDamage
on
> > the player at like 300 damage? ;p
>
> TakeDamage() isn't accessible from outside the MOD source code (i.e
using
a
> metamod style plugin).  You have to damage the entities by changing
their
> health (available in the edict_s structure) or by spawning an entity
that
> will damage the player (like trigger_hurt, etc.).
>
> Personally, I just like to spawn a bunch of snarks around them and
watch
> them die a horrible death!  :)
>
> Jeffrey "botman" Broome
>
>
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