Possibly because in your DevMsg you have iDamage as %f when it should be %i since it is declared as an int.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, February 03, 2005 9:14 PM To: [email protected] Subject: [hlcoders] Thought this was kind of odd? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In sdk_players_shared.cpp Around line 108.. I wanted to see what the damage would be depending on distance etc.. //calculate the damage based on the distance the bullet travelled. flCurrentDistance += tr.fraction * flMaxRange; // damage get weaker of distance fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500)); DevMsg(2,"idamge %f fcurrentdmg %f distance %f \n", iDamage, fCurrentDamage, flCurrentDistance); iDamage sometimes ends up being like 285683963456398639086903486930869038690386093860938609386398306.000000 +/- seems to occure if I keep tapping the trigger quickly. That probably shouldn't happen (NO CODE WAS CHANGED) Is there a reason this is happening? r00t 3:16 CQC Gaming www.cqc-gaming.com -- _______________________________________________ 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

