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hi,
Have you check the declaration of LINK_ENTITY_TO_CLASS() macro ?
here is the original code:
for client side(predicable_entity.h, l.109):
#define LINK_ENTITY_TO_CLASS( localName, className )
\
static C_BaseEntity *C##className##Factory( void )
\
{
\
return static_cast< C_BaseEntity * >( new className );
\
};
\
class C##localName##Foo
\
{
\
public:
\
C##localName##Foo( void )
\
{
\
GetClassMap().Add( #localName, #className, sizeof(
className ), \
&C##className##Factory );
\
}
\
};
\
static C##localName##Foo g_C##localName##Foo;
for server side (util.h, l.129)
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) \
static CEntityFactory<DLLClassName> mapClassName( #mapClassName );
Also be sur to have good syntax:
LINK_ENTITY_TO_CLASS(weapon_name,CBaseWeaponName)
i hope i help you,
------------------------------------------------------------
Beg0 - [EMAIL PROTECTED]
HL funzy mod coder
------------------------------------------------------------
> De: Steve Tatom <[EMAIL PROTECTED]>
> A: [email protected]
> Objet: [hlcoders] not really missing weapon script file
> Date: Sun, 29 May 2005 14:58:19 -0400
> I've been working on a new weapon and everything was going fine. The
> weapon worked, i was able to modify it and work on it for a few days,
> and even test it out with other people. Then i get this error saying
> that i am missing the weapon text file for that weapon, however that
> weapon text file was never removed. When the game server first starts
> up it trys to precache the weapon and i noticed it wasing giving me
> "weapon_name" as the class name but "class C_BaseWeaponName" as the
> class name. so instead of looking for the file "weapon_name.txt" it
> looks for the file "class C_BaseWeaponName.txt"
>
> This error causes an assert in basecombatweaon_shared.cpp in the function
> "void CBaseCombatWeapon::Precache( void )"
>
> any ideas to what could be the cause of this?
>
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