Client dll:
#include "r_efx.h"
void IN_ClearDecals(void)
{
for ( int x = 0; x < (int)CVAR_GET_FLOAT( "r_decals" ); x++ )
gEngfuncs.pEfxAPI->R_DecalRemoveAll ( x );
}
that's a function I use for any-time decal clearing, just use it via a
message to make it clear when you want it to clear.
-omega
http://www.frontline2.com
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay Paul
Sent: October 14, 2003 2:48 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Decals??
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey everyone,
I got a really important question that I am hoping to god someone can
help me out with this. Ive been searching for an answer and I thinked
ive tried everything to make this work. I am working on a team-based
multiplayer mod right now and when the round restarts, everything needs
to be reset. Now doors and windows and all the other entities are being
reset without any problems, the thing is decals are still left behind.
Bulletholes and scorch marks and such. I have tried searching and
killing all 'infodecal' entities, but the decals remain. I looked
everywhere on the internet hoping someone has this problem before, but
nothing. I looked through the entire SDK and the only reference I can
find to go upon is the infodecal entity. Am I doing something wrong, or
is it just completly impossible to remove the decals. Another thing I
noticed is that cvar r_decals holds a float for how many decals there
can be at any one given time. After you go over this number, the first
created decals are deleted. I cant find anything in the SDK that
accomplishes this, so I think its best to say this is taken care of by
the engine itself??? Correct me if I'm wrong. If anyone can help me with
this little problem I would greatly appreciate that! Much thanks in
advance.
zerodefect
--
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