Yea, I think I am stopping just the effects at this point and it is still
running PrimaryAttack / SecondaryAttack
(for anyone else who cares)
I was looking at the FL_FROZEN bit flags and was seeing how Valve
implemented that.
I will probably just add a my own to just disable the primary / secondary
fire buttons...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Ben Everett" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Monday, April 04, 2005 11:06 AM
Subject: RE: [hlcoders] Disable keys


You need to either stop that bit being sent (by using an if statement on
CalcButtonBits for IN_ATTACK and IN_ATTACK2) by the user or add specific
code to the weapons to prevent their PrimaryAttack and SecondaryAttack
from
processing further.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Monday, April 04, 2005 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Disable keys

Ok I have been struggling with this and I am starting to figure it out.

I created a networkcvar which sends the bool var.
On the client in a PreThink it checks if this bool is true and if it is
disables IN_ATTACK | IN_ATTACK2
I am using CHL2MP_Player and C_HL2MP_Player to network the cvar.


The problem is.... I can still see the muzzle flash and the bullets decreasing. However no bullets (traces) are happening...

So I would imagine I need something serverside also?



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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