Hm, the C_BaseAnimating object you run this code in is the weapon itself isnt it? If this is correct, use something like C_BaseCombatWeapon *pWeapon = dynamic_cast< C_BaseCombatWeapon >( this ); instead of GetActiveWeapon() -archy
-------- Original-Nachricht -------- > Datum: Fri, 10 Oct 2008 17:30:41 +0200 > Von: "Julian Moschüring" <[EMAIL PROTECTED]> > An: Discussion of Half-Life Programming <[email protected]> > Betreff: Re: [hlcoders] Muzzle flash issue > As I said. Look at the definition of GetActiveWeapon in > c_basecombatweapon.cpp. > GetActiveWeapon always returns the active weapon of the local player. The > owner will always be the local player and you use this weapon as the > destination of the muzzleflash -> every muzzleflash will be send to the local > players weapon. > -archy > > -------- Original-Nachricht -------- > > Datum: Fri, 10 Oct 2008 16:07:17 +0100 > > Von: "Luke Smith" <[EMAIL PROTECTED]> > > An: "Discussion of Half-Life Programming" > <[email protected]> > > Betreff: Re: [hlcoders] Muzzle flash issue > > > Thats what I'm trying to do yeah. but its not the muzzle flash. There > are > > two events for that one for player and one for npc so thats no problem. > > This > > is with regard to the ejectbrass1 event that handles the ejecting the > > shells > > when firing weapons. > > > > My entire case looks like this. > > > > > > case CL_EVENT_EJECTBRASS1: > > > > if ( m_Attachments.Count() > 0 ) > > > > { > > > > C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); > > > > if (!pWeapon) > > > > break; > > > > C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); > > > > if (!pPlayer) > > > > break; > > > > C_BaseCombatCharacter *pOwner = ( pWeapon->GetOwner() ); > > > > if (!pOwner) > > > > break; > > > > > > > > bool bIsLocalPlayer = pPlayer && pPlayer == pOwner; > > > > if ( bIsLocalPlayer ) > > > > { > > > > *pWeapon = GetActiveWeapon(); > > > > if ( !pWeapon ) > > > > break; > > > > > > > > if( pWeapon->GetAttachment( LookupAttachment( "1" ), attachOrigin, > > attachAngles ) ) > > > > { > > > > tempents->EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( > > options ) ); > > > > } > > > > } > > > > else > > > > { > > > > break; > > > > } > > > > } > > > > break; > > > > > > > > At the moment it runs the event when the player fires as well as when > the > > enemy fires. > > _______________________________________________ > > 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

