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)
>
>
>
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