Yea I came to that conclusion after looking through the sdk more and reading
the entities again.

What is the base() suppose to be ?
Is there a list Globals, Targetname, Origin, Angles, Parentname etc?

@PointClass base(Targetname) = info_gamerules : "Used to set game mode"
[
GameMode(choices) : "Select a GameMode"  : 1 =
[
 1 : "DeathMatch"
 2 : "Teams"
 3 : "Bleh"
]
]


r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, January 01, 2005 9:58 PM Subject: RE: [hlcoders] PlayerSpawn


Uhh, you're creating CSDKGameRules as an entity?!

Make a NEW entity, that UPDATES CSDKGameRules. Don't make CSDKGameRules an
entity!!

Ie:

class CInfoFrontline : public CPointEntity
{
public:
DECLARE_CLASS( CInfoFrontline, CPointEntity );

DECLARE_DATADESC();

void Spawn()
{
//omega;
((CFLFGameRules*)g_pGameRules)->SetRulesMode(m_iRulesType);

SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_NONE );
// Remove model & collisions
AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW | EF_NODRAW );
};
bool KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "rulestype"))
{
m_iRulesType = atoi(szValue);
}
else if (FStrEq(szKeyName, "warmuptime"))
{
m_flWarmupTime = atof(szValue);
}
else if (FStrEq(szKeyName, "spawntime_att"))
{
m_flSpawnTime_Attackers = atof(szValue);
}
else if (FStrEq(szKeyName, "spawntime_def"))
{
m_flSpawnTime_Defenders = atof(szValue);
}
else
return BaseClass::KeyValue( szKeyName, szValue );

return true;
};

private:
int m_iRulesType;
float m_flWarmupTime;
float m_flSpawnTime_Defenders;
float m_flSpawnTime_Attackers;
};

BEGIN_DATADESC( CInfoFrontline )

DEFINE_KEYFIELD( m_iRulesType, FIELD_INTEGER, "rulestype" ),
DEFINE_KEYFIELD( m_flWarmupTime, FIELD_FLOAT, "warmuptime" ),
DEFINE_KEYFIELD( m_flSpawnTime_Defenders, FIELD_FLOAT, "spawntime_def" ),
DEFINE_KEYFIELD( m_flSpawnTime_Attackers, FIELD_FLOAT, "spawntime_att" ),

END_DATADESC()

LINK_ENTITY_TO_CLASS(info_frontline, CInfoFrontline);

-----Original Message-----
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: January 1, 2005 6:44 PM
To: [email protected]
Subject: Re: [hlcoders] PlayerSpawn

Basically what I have so far is
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS(info_player_ttf, CPointEntity);
LINK_ENTITY_TO_CLASS(info_player_terrorist, CPointEntity);
#endif
LINK_ENTITY_TO_CLASS(info_gamerules, CSDKGameRules);
Now I guess i need some kind of function to see what info_gamerules is set
to.
I can get the info with this I would imagine
gEntList.FindEntityByClassname(m_iGameRules, "info_gamerules");
Then decide what the game play is going to be and load the proper menu's
etc.
Which those above are not a problem.

How do I setup the FGD file so they can change this in hammer?
Is it PointClass? BaseClass?

I am gonna go read the sdk docs again also, I read them once and I did not
make much sense, but I am starting to get an understanding of how
everything
works so maybe I will get it now.

r00t 3:16
CQC Gaming
www.cqc-gaming.com


----- Original Message ----- From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, January 01, 2005 6:02 PM Subject: RE: [hlcoders] PlayerSpawn


Yep. It's spawn function passes the variables to gamerules, and then sets
itself intangible (but still triggerable, so you can use I/o with it).


-----Original Message----- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: January 1, 2005 5:49 PM To: [email protected] Subject: Re: [hlcoders] PlayerSpawn

When you created this entity you did something like
LINK_ENTITY_TO_CLASS( "info_gamemode", CSDKGameRules);

or something correct?
Just want to make sure im headed in the correct direction :)


r00t 3:16 CQC Gaming www.cqc-gaming.com

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