You can always try to override to non const, by doing something in the likes
of: *(type*)&variable;

It may work, may not work, may be buggy, but it might still work fine. Just
give it a shot!

On Mon, May 26, 2008 at 12:06 PM, Garry Newman <[EMAIL PROTECTED]>
wrote:

> Your best bet is probably to make a new class with networkvars for it
> (like the PlayerInfo class). That way you can define the exact type
> and size for each member - and even leave some of them out.
>
> garry
>
> On Mon, May 26, 2008 at 10:48 AM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
> > I've been trying to push an EmitSound_t over the wire, but keep running
> > into compiler errors about assigning to const that don't appear when I'm
> > not using a CNetworkVar.
> >
> > Is what I'm trying possible, or am I just going to have to handle all of
> > the values separately?
> >
> > Code:
> >> CNetworkVar( EmitSound_t,m_Sound );
> >> m_Sound->m_nSpeakerEntity = gEntList.FindEntityByName( NULL,
> >> m_sSourceEntTargetName )->entindex();
> >
> > Error:
> >> error C3892: 'CNetworkVarBase<Type,Changer>::operator ->' : you cannot
> >> assign to a variable that is const
> >
> >
> >
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> >
>
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