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Yeah, because this one is simple, I'll just explain flatout what i meant.
in the header for CBaseBlugeonWeapon add two vars:
CNetworkVar(int, m_iComboCounter);
CNetworkVar(float, m_flComboTime);

in the network table.. for server
SendPropInt( SENDINFO( m_iComboCounter) ), //Optimize later.
SendPropTime( SENDINFO( m_flComboTime ) ),
client:
RecvPropInt( RECVINFO( m_iComboCounter) ),
RecvPropTime( RECVINFO( m_flComboTime ) ),

in Deploy:
m_iComboCounter = 0;
m_flComboTime = -1;

in ItemPostFrame

after the if ( buttons & IN_ATTACK ) block, before the "no buttons down"
check that calls into WeaponIdle (ItemPostFrame may not exist fotr
CBaseBlugeonWeapon, if that's the case create a custom one for it, i'm not
at home right now so ihave absolutely no code infront of me)
add:
if (m_flComboTime < gpGlobals->curtime)
m_iComboCounter = 0;

then inside the if ( buttons & IN_ATTACK ) stuff, the line right after it
calls PrimaryAttack() put:
m_iComboCounter++;
m_flComboTime = gpGlobals->curtime + 0.2; //tweak this time
if (m_iComboCounter >= ####) //### is one number HIGHER than the last combo
attack you want
m_iComboCounter = 0; //Reset to 0 for new combo after this attack is
finished

then inside your PrimaryAttack, check what m_iComboCounter's value is.
0 would be normal attack, 1 would be the second.. 2 would be the third.. etc

that's about it.

On 10/30/07, kitson foo <[EMAIL PROTECTED]> wrote:
>
>
> Yeah i know 2seconds is really long but i'm just trying to put across my
> point on how the system would be like. and thanks for your reply tony. but i
> still don't really get it as in i'm still pretty clueless about how do i
> start about making such a system. i'm trying to tweak some codes in
> basebuldgeonweapon.cpp. im starting at the right place yes?
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