botman: that is the route that i've taken with my
code. I'm having some issues with the tracers on a
listen server for some reason and i have yet not
located the problem. I'm assuming that at some point a
future SDK release would have the tracers implemented
already. I was looking to compare my "fix" with
Valve's proper implementation or somebody else's
implementation. In the mean time, i'll keep plugging
away at it. Thanks again for your input.
r00t 3:16 : your solution fires an extra bullet. try
running a 'sv_showimpacts 1' and you'll see what I
mean.
--- "Jeffrey \"botman\" Broome"
<[EMAIL PROTECTED]> wrote:
> Crusty Jacks wrote:
> > -- [ 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?
>
> What's so hard about copying...
>
> if ( ( info.m_iTracerFreq != 0 ) && ( tracerCount++
> % info.m_iTracerFreq
> ) == 0 && ( bHitGlass == false ) )
> {
> Vector vecTracerSrc = vec3_origin;
> ComputeTracerStartPosition( info.m_vecSrc,
> &vecTracerSrc );
>
> trace_t Tracer;
> Tracer = tr;
> Tracer.endpos = vecTracerDest;
>
> MakeTracer( vecTracerSrc, Tracer,
> pAmmoDef->TracerType(info.m_iAmmoType) );
> }
>
> ...from CBaseEntity::FireBullets() and adding it
> into
> CSDKPlayer::FireBullet()???
>
> --
> Jeffrey "botman" Broome
>
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