Also note that in debug, you will get an assert with the RPG because the rpg world model's attachment isn't "muzzle" like the other weapons with attachments, and it won't do a muzzle flash for it, but you could fix that up by checking if the weapon is the rpg, and change the options to use the correct attachment name.
This is a start anyway. -Tony -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Sergi Sent: October-06-08 1:30 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I just did a little something with hl2mp, to make the third person muzzleflashes reliable for the local player who is in third person. Open up c_baseanimating.cpp inside C_BaseAnimating::FireEvent Here are my changes. case AE_MUZZLEFLASH: { // Send out the effect for a player #if defined ( HL2MP ) // HL2MP - Make third person muzzleflashes as reliable as the first person ones // while in third person the view model dispatches the muzzleflash event - note: the weapon models dispatch them too, but not frequently. if ( IsViewModel() ) { C_BasePlayer *pPlayer = ToBasePlayer( dynamic_cast<C_BaseViewModel *>(this)->GetOwner() ); if ( pPlayer && pPlayer == C_BasePlayer::GetLocalPlayer()) { if ( ::input->CAM_IsThirdPerson() ) { // Dispatch on the weapon - the player model doesn't have the attachments in hl2mp. C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if ( !pWeapon ) break; pWeapon->DispatchMuzzleEffect( options, false ); break; } } } #endif DispatchMuzzleEffect( options, true ); break; } -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

