Philip Searle wrote:
Why does the decal code handle decals with the name "}z_" specially? I
can't quite understand what the code does (floating-point assembly isn't
my strong point).
???
maybe:
texture are already mangled because encode stuff (special atributes)
name[0] = type,
"z_" can be a substring that trigger something
Now that player movement is all handled by the client/game DLLs, why
would the engine ever need to find out the texture the player is
standing on (HUD_PlayerMoveTexture)? Or is this an obsolete function now?
???
carpet/ice/metal footsteps?
backward compatibility?
bounce data?
proxy textures vs server phisics?
UFOs?
/* Sets cvar value - why is this needed when Cvar_SetValue already
exists? */
void (*Cvar_Set)( char *name, char *value );
???
this may generate new console cvars?
this one may use strings?
this one only update string field?
littel green dwellers from mars?
maybe Valve forget about the other
/* Starts a local sound - why is this needed? */
void (*pfnStartDynamicSound)( char *filename, float volume, float pitch );
???
Menus? Music? "radar"? "sniper scope effect"? banned player triing to logon?
Its this server or client?
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