Yes that was it sorry for sending that to the list should of did more looking.
Did that once before had %i for a float lol..
r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Tony Paloma" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Friday, February 04, 2005 11:26 PM Subject: RE: [hlcoders] Thought this was kind of odd?
Sorry, I just realized Alfred already helped you with this. I think he's right. ;)
-----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
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

