Try this instead:
Try this: (I'm assuming "a" is the player.)
for (int i=0;i<MAX_CWEAPONS;i++)
{
edict_t *pWeapon = CREATE_NAMED_ENTITY(MAKE_STRING(cWeapons[i]));
pWeapon->v.spawnflags |= SF_NORESPAWN;
if (pWeapon)
{
pWeapon->v.absmin = pWeapon->v.origin - Vector(1,1,1);
pWeapon->v.absmax = pWeapon->v.origin + Vector(1,1,1);
MDLL_Spawn(pWeapon); (Or DisptachSpawn)
MDLL_Touch(pWeapon,a); (Or DispatchTouch)
}
}
-----Original Message-----
From: Deadman Standing [mailto:[EMAIL PROTECTED]
Sent: Friday, April 30, 2004 4:58 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Removing entities
You are referencing CBaseEntity. Since we do not have the schema they
use for that class is CS you would get crashes.
It appears the class schema differs between the SDK and Counter-Strike.
Methods or attributes were probability added to the classes.
Bottom line is you can only access edict_t data types and can use none
of the SDK class hierarchy.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Sent: Friday, April 30, 2004 4:18 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Removing entities
along the same lines.. i made a mod that worked for 1.5 that gave every
player all weapons, now in 1.6 it get to 4/5 and crashes, the code im
using
is:
for (int i=0;i<MAX_CWEAPONS;i++)
{
edict_t *r = CREATE_NAMED_ENTITY(MAKE_STRING(cWeapons[i]));
r->v.spawnflags |= SF_NORESPAWN;
r->v.origin = a->v.origin + Vector(1,1,1);
pEntity = (CBaseEntity *)GET_PRIVATE(r);
if (pEntity)
{
pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1);
pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1);
pEntity->Spawn();
}
}
anyone have any ideas why it crashes?
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