Wasn't this answered by someone already? put an "else if"

On Sun, 9 Jan 2005 01:22:30 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> Well that isn't the problem really.
> The prone code is being called etc ..
>
> The problem is the toggle on / off part.
>
> On key press it prones
> On key press again it unprones.
>
> Funny part though DOD has a prone from the looks of the code :P
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> ----- Original Message -----
> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, January 09, 2005 1:06 AM
> Subject: Re: [hlcoders] Keybind / prone
>
> >I think you don't need to do all this .. simply put it in a ConCommand
> >
> > static ConCommand prone("prone", CC_Player_Prone);
> > right above it declare void CC_Player_Prone( void ) {  [...]  }
> >
> > I'm not sure if this will work in multiplayer but by looking at some
> > code, I *think* it will.
> >
> > On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> > wrote:
> >> Could I remove the flag with
> >> mv->m_nButtons &= ~IN_PRONE; ?
> >>
> >>
> >> r00t 3:16
> >> CQC Gaming
> >> www.cqc-gaming.com
> >> ----- Original Message -----
> >> From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
> >> To: <[email protected]>
> >> Sent: Saturday, January 08, 2005 11:17 PM
> >> Subject: RE: [hlcoders] Keybind / prone
> >>
> >> > Heh.
> >> >
> >> > If (blah && !prone)
> >> > {
> >> > }
> >> > ELSE <-------------- VERY IMPORTANT!!
> >> > if (blah && prone)
> >> > {
> >> > }
> >> >
> >> > you're calling both functions TWICE if the button is down. You also
> >> > need
> >> > to
> >> > remove the button from mv->m_nButtons  WHEN a toggle is set, or else it
> >> > will
> >> > just keep getting called.
> >> >
> >> > -----Original Message-----
> >> > From: r00t 3:16 [mailto:[EMAIL PROTECTED]
> >> > Sent: January 8, 2005 11:12 PM
> >> > To: [email protected]
> >> > Subject: Re: [hlcoders] Keybind / prone
> >> >
> >> > arggg...
> >> >
> >> > Ok maybe im an idiot and missing the obvious but I can not for the life
> >> > of
> >> > me get a working toggle for prone.
> >> >
> >> > if ( ( mv->m_nButtons & IN_PRONE ) && !bInProne )
> >> > {
> >> >         // go prone ...
> >> >     GoProne();
> >> >     bInProne = true;
> >> >      DevMsg(2, "go prone here");
> >> > }
> >> >
> >> > if ( ( mv->m_nButtons & IN_PRONE ) && bInProne )
> >> > {
> >> >      //  go unprone ...
> >> >      GoUnProne();
> >> >      bInProne = false;
> >> > }
> >> >
> >> > Now becaue Prone();  ( NOTE Duck() is in CGameMovement::PlayerMove()
> >> > This is where I also put Prone(); PlayerMove is called from some
> >> > Think()
> >> > function (haven't traced this)
> >> >
> >> >
> >> > Now because the above code gets often as soon as I set bInProne = true;
> >> > The GoUnProne(); is then a true statement so it also executes.
> >> >
> >> >
> >> >
> >> >
> >> > r00t 3:16
> >> > CQC Gaming
> >> > www.cqc-gaming.com
> >> >
> >> >
> >> > ----- Original Message -----
> >> > From: "jeff broome" <[EMAIL PROTECTED]>
> >> > To: <[email protected]>
> >> > Sent: Friday, January 07, 2005 9:14 PM
> >> > Subject: Re: [hlcoders] Keybind / prone
> >> >
> >> >
> >> >> On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> >> >> wrote:
> >> >>> Hmm,
> >> >>>
> >> >>> I added the following, to add the key.
> >> >>>
> >> >>> static ConCommand startprone("+prone", IN_ProneDown);
> >> >>> static ConCommand endprone("-prone", IN_ProneUp);
> >> >>
> >> >> Well, take that out and add...
> >> >>
> >> >> static ConCommand toggleprone("prone", IN_Prone);
> >> >>
> >> >> Jeffrey "botman" Broome
> >> >>
> >> >> _______________________________________________
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> >> >>
> >> >>
> >> >>
> >> >
> >> >
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