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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