Look around for, that should give you an idea how to get the tracers
working.
FireBulletsInfo_t Fire;
Fire.m_iShots = 1;
Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( );
Fire.m_vecDirShooting = pPlayer->GetAutoaimVector( flSpread );
Fire.m_vecSpread = GetBulletSpread();
Fire.m_iDamage = 8;
Fire.m_iAmmoType = m_iPrimaryAmmoType;
Fire.m_pAttacker = (CBaseEntity *) pPlayer;
Fire.m_nFlags = true;
Fire.m_iTracerFreq = 1;
Fire.m_flDistance = MAX_TRACE_LENGTH;
pPlayer->FireBullets( Fire );
Add that into CWeaponMP5::PrimaryAttack() { .. . }
Below the FX_FIREBULLETS
r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Crusty Jacks" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, January 19, 2005 6:43 PM
Subject: [hlcoders] SDK bullet tracer fix?
--
[ Picked text/plain from multipart/alternative ]
Does anyone have a fix for tracers in the scratch base SDK?
The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet()
which does not create tracers. Some coders have recommend calling
CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but
in my experience this fires an extra bullet off.
Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or
does somebody have a work around?
TIA
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