Well, if you apply it to unmodified source, it'll work. I tested it
thouroughly, and luke got it working.

Your problems are probably caused by something else you did. Also of
note; if you're not using the hl2 view models, or your view models don't
have the appropriate events, it won't work anyway, as that event will
never get called.


-Tony
 

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-07-08 10:36 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

Orangebox HL2DM.

On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi <[EMAIL PROTECTED]>
wrote:

> Which source are you using?
>
> -Tony
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
> Hoffman
> Sent: October-07-08 10:25 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Muzzle flash issue
>
> I've followed Tony's code, and it hasn't helped. If anything it has
made
> it
> worse.  Any ideas?
>
> On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith <[EMAIL PROTECTED]>
> wrote:
>
> > Just Realised that I had put a check if thirdperson in the
> c_baseviewmodel
> > fire event and exited.
> >
> > I deleted that and got rid of that and it works perfectly. Thank you
> so
> > much
> > for your help.
> >
> > On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith <[EMAIL PROTECTED]>
> wrote:
> >
> > >
> > >  I made the changes you showed however I am using the singer
player
> > > codebase. Is there something I should put intead of     #if
defined
> (
> > HL2MP
> > > )    ?
> > >
> > > Also do I need to use this:
> > >
> > >
> > > C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
> > >
> > > pWeapon->GetAttachment( LookupAttachment( "muzzle" ),
attachOrigin,
> > > attachAngles );
> > > to get the attachment before;
> > >
> > >
> > > tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options
),
> > > hEntity, bFirstPerson );
> > >
> > >
> > > Thanks,
> > >
> > >
> > _______________________________________________
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> >
> >
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