http://forums.steampowered.com/forums/showthread.php?t=708384
I believe this is his also, scroll down for the first indication he wants help :P lol Code is posted on Page 2 IIRC Paul Peloski wrote: > Probably easier if you post the relevant code. I read what you wrote twice > and I still don't know how to help. > > Regards, > > Paul > > On Tue, Aug 5, 2008 at 8:45 PM, James C Lea <[EMAIL PROTECTED]> wrote: > > >> Hey guys, >> >> This issue has been plaguing me for a week. >> >> Anyways, in my dynamic crosshair code in "hud_crosshair.cpp" I cast >> BaseCombatWeapon and then get the active weapon, which returns a float. >> In my BaseCombatWeapon cpp file, I've just got a float that returns 0, and >> in the basecombatweapon header file it's defined as a virtual float. >> Finally, In my actual weapon_*.cpp file, I'm calling it as a standard >> float and then this is where my complex code goes. >> >> It all works, except it never reads the induvidual weapon_*.cpp files that >> would override the basecombatweapon. I'm not sure if I need to include it >> in some #ifdef CLIENT_DLL. >> >> Thanks. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

