Dear god. <rant>
Sorry but, you said you knew c++ in another post..
Your code:
mv->m_nOldButtons != IN_PRONE; <-- and you know c++ huh? :P
this is why I get so frustrated with newbies who insist they know how to
program in c/c++ and then work with a mod sdk. These are things a programmer
should already know before venturing into a complicated game sdk :P
</rant>
ANYWAY...
mv->m_nOldButtons |= IN_PRONE; //add to old buttons
mv->m_nButtons &= ~IN_PRONE; //remove from current buttons
also, you could also change the first if statement to this:
if ( mv->m_nButtons & IN_PRONE && !(mv->m_nOldButtons & IN_PRONE))
{
//do your stuff
}
-----Original Message-----
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: January 9, 2005 2:18 AM
To: [email protected]
Subject: Re: [hlcoders] Keybind / prone
Not really.
Because what he said doesn't work.
I currently have
(disregard all the junk im trying to test stuff )
if ( mv->m_nButtons & IN_PRONE )
{
if ( m_bToggleProne && bInProne )
{
DevMsg(2,"Will Unprone Here\n");
m_bToggleProne = false;
FinishUnProne();
mv->m_nOldButtons != IN_PRONE;
}
else
{
player->m_Local.m_bGoneProne = true;
player->m_Local.m_flPronetime = GAMEMOVEMENT_PRONE_TIME;
FinishProne();
m_bToggleProne = true;
DevMsg(2, "Will prone here");
mv->m_nOldButtons != IN_PRONE;
}
}
You would think that would work ?
Well it scrolls the console forever
Will Unprone Here
Will prone here
Will Unprone Here
Will prone here
etc etc etc
As soon as I push the g button (that is what I have bound to prone )
The above scrolls forever...
I would imagine because my prone does not have a KeyUp(&in_prone); this
could be causing some issues.
As the flags need to be reset... KeyUp from what I can tell does this for
you????
Maybe Yahn or someone at valve can shed some light on this.
Maybe because this movement type I shouldn't add it this way.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, January 09, 2005 2:02 AM
Subject: Re: [hlcoders] Keybind / prone
> 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
>> >> >>
>> >> >> _______________________________________________
>> >> >> To unsubscribe, edit your list preferences, or view the list
>> >> >> archives,
>> >> >> please visit:
>> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >> >>
>> >> >>
>> >> >>
>> >> >
>> >> >
>> >> > _______________________________________________
>> >> > To unsubscribe, edit your list preferences, or view the list
>> >> > archives,
>> >> > please visit:
>> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >> >
>> >> >
>> >> >
>> >> > --
>> >> > No virus found in this incoming message.
>> >> > Checked by AVG Anti-Virus.
>> >> > Version: 7.0.300 / Virus Database: 265.6.9 - Release Date:
>> >> > 06/01/2005
>> >> >
>> >> >
>> >> > --
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>> >> > Checked by AVG Anti-Virus.
>> >> > Version: 7.0.300 / Virus Database: 265.6.9 - Release Date:
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>> >> > _______________________________________________
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>> >> >
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>> >> >
>> >>
>> >> _______________________________________________
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>> >> please visit:
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>> >>
>> >>
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
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>> >
>> >
>> >
>>
>> _______________________________________________
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>> please visit:
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>>
>
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> please visit:
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>
>
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