Matt lol I didn't even think about them being the same lol tired I guess and I guess...
Thanks for the info btw.
r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Matt Boone" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, January 06, 2005 12:36 AM Subject: RE: [hlcoders] m_fFlags Player Specific
A 32 bit integer would be limited to the values (1<<0) through (1<<31).
(2<<0) is not really a useful value, its the same as (1<<1).
What you're doing here is taking the value 2 ( 0010 in binary ) and shifting it 0 bits to the left.
(2<<0) == 0010 in binary == (1<<1) (2<<1) == 0100 in binary == (1<<2)
If you need more flags for your entity, you can create a member variable in the class to handle that and network it from there. In Source you are not limited to the pev structure for things that can be automatically networked.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Wednesday, January 05, 2005 9:31 PM To: [email protected] Subject: Re: [hlcoders] m_fFlags Player Specific
I was just getting ready to ask this and you had replied already...
Would the engine handle the below so I do not use something that is already #defined? #define FL_RUNNING (2<<0) #define FL_WALKING (2<<1)
r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Draco" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, January 06, 2005 12:07 AM Subject: Re: [hlcoders] m_fFlags Player Specific
Also, you can reuse values. In my MOD FL_RADARBLIP is the same as FL_IMMUNEWATER, they arenm't used at the same time so it doesn't effect each other.
********************** Draco Coder for Perfect Dark http://perfectdark.game-mod.net
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