Followentity(enttofollow, false)
Will do the follow WITHOUT the bone merge.
No need for a think function.


-Tony


-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez
Sent: Monday, October 27, 2008 2:39 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Passing sound from player to grenade entity?

Animation frames and simulation frames are different, I was talking
simulation frames. An entity's think function gets called ten times a
second. Not quite every simulation frame, but you know, whatever. Anyway all
of that is moot, what I was trying to say is, put something like this in
your grenade's think function:

if (!m_bThrown)
    SetAbsOrigin(GetOwner()->WorldSpaceCenter());

--
Jorge "Vino" Rodriguez
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