nevermind that, the earlier code of the timer starting in weapon_superfrag isn't working and been working on fixing that.
I now have the following code in weapon_superfrag.cpp in(mind you that I put it in this event just for testing purposes): case EVENT_WEAPON_SEQUENCE_FINISHED: SetTimer( GRENADE_TIMER ); break; then on to the code in SetTimer: void CWeaponSuperFrag::SetTimer( float ThrowDelay ) { m_flThrowTime = gpGlobals->curtime + ThrowDelay; if( gpGlobals->curtime > m_flThrowTime ) { ThrowAfterDelay(); } } then the last function that is gonna eventually force a throw(right now I just want it to do what the EVENT normally does, to decide if the grenade is ready to throw or not, again for testing purposes): void CWeaponSuperFrag::ThrowAfterDelay() { m_fDrawbackFinished = true; } but in game the grenade just stays as DrawbackFinished = false and never moves to true. so any idea where it's going wrong? Tony Sergi schreef: > Weapon_superfrag can't load things simply 'because the header is > included'. In order to do things from weapon_grenade, weapon_superfrag > needs to be a CHILD of weapon_grenade. For customizations, you then > override functions with the same name, by adding the overriding > functions into superfrag. > > If you want to make weapon_superfrag do something different from the > normal one, you override the function you need to change so that it does > the same code with different options. This is inheritance. > > -Tony > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs > Sent: September-26-08 9:19 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] grenade code > > alright I think I fixed the previous problems > but can't really test it yet. > Right now in weapon_superfrag it does SetTimer bla bla bla and what is > actually that timer is named m_flThrowTime > > in grenade_superfrag.cpp it uses m_flDetonateTime now what I need to > make is m_flDetonateTime = m_flThrowTime > so that it basically keeps counting from the timer that started before > grenade was thrown(otherwise it would reset the timer when you throw it) > > I know weapon_superfrag can load things from grenade_superfrag because > the header file is included, how would I handle this reversed? > weapon_superfrag does NOT have a header file, also the m_flThrowTime is > actually declared in weapon_basehlmpcombatweapon(or something like it) > > > > _______________________________________________ > 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 > > ------------------------------------------------------------------------ > > > No virus found in this incoming message. > Checked by AVG - http://www.avg.com > Version: 8.0.169 / Virus Database: 270.7.3/1693 - Release Date: 26-9-2008 7:35 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders