Ammo count is preserved throughout level changes,
though becuase i have only just started to look at the
mod sdk - after spending about 7 months in the complie
tools - i cant offer much more then what i understand
from playing the game, and messing around with the map
editor

Knowing me, the code will prob be in some obsucre
file, that has nothing to do with guns, or ammo

--- Heritage <[EMAIL PROTECTED]> wrote:

> can you tell me what ammo class to look for?
> Its honestly hard to search through this thing.
>
>
>
> On 6/1/05, Adam amckern Mckern <[EMAIL PROTECTED]>
> wrote:
> > you might want to add a save sub class, that kills
> the
> > entity when the level changes / saved, but records
> the
> > value, then upon the next level it re creates its
> > self, with the recoreded value, i dont know what
> it
> > is, but take a hint from the ammo class, and see
> how
> > they get kept over level changes
> >
> > --- Heritage <[EMAIL PROTECTED]> wrote:
> >
> > > I have an some entities that I create in code
> that I
> > > do not want to be
> > > deleted when a level changes. Do I need to set
> up a
> > > class name
> > > exclusion somewhere? I don't see anything uniqe
> in
> > > CBasePlayer and i
> > > know that has to be somewhat preserved from
> level to
> > > level.
> > >
> > > This entity is not part of a level and should
> not be
> > > destroyed until
> > > the game ends. As it is right now, when the
> level
> > > restarts, this
> > > entity's variable values and subclasses are
> wiped
> > > out entirely. But
> > > the entity itself is still valid. The int's
> values
> > > turn to -17891602,
> > > floats to -1.5883997e+038... you get the
> picture.
> > > The funny thing is,
> > > the entity is still valid! its like its being
> > > recreated.
> > >
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> >
> >
> > http://ammahls.com
> >
> >
> >
> >
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