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?

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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
--


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