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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