Interesting idea Botman... I tried that and another idea (which was saving the first
created weaponbox and rerouting the calls to it)... it didn't work and I think I can
see why it didn't work... returning NULL just confuses it because it's probably
setting information (that was an instant crash) and rerouting the calls causes
weirdness (as Alfred said, I apparently can't even edit the entities that are cached).
For now, the mod SORT OF WORKS... so I'm going to stop looking into this and maybe
someday something will work. For now I just set FL_DORMANT on the weaponboxes, then
hide them in the map... with a low mp_roundtime the lag is minimal (but CPU usage is
intense).
Thanks for all suggestions =)
-----David "BAILOPAN" Anderson
On Tue, 17 Feb 2004, Jeffrey "botman" Broome wrote:
> [EMAIL PROTECTED] wrote:
> > Nope, that doesn't work =) also, I can still remove hostages fine,
> > don't need to do anything tricky with 'em.
> >
> > AssKicr can still remove scouts and USPs, with the original "safe
> > weapon removal" algorithm CSDM used. I don't know why or how it
> > still works for just certain weapons.
>
> Have you tried NOT letting it get created in the first place? (i.e.
> intercept pfnCreateNamedEntity() and don't let "weaponbox" entities be
> created to begin with, assuming it uses pfnCreateNamedEntity() to create
> it and not pfnCreateEntity()).
>
> Just return NULL for the edict passed back from pfnCreateNamedEntity().
>
> --
> Jeffrey "botman" Broome
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