Sorry I didn't answer for a while, got an reply elsewhere and tried that and have been playing l4d demo. Since I didn't get any further I took a look again at the replies I got from the list and got me thinking.
Tom, you say make a bool into grenade_frag, but then there's know to set the bool to true, cause there's nothing that indicates it was thrown in the grenade_frag file. So I went thinking again, why can't I use the bool simply on the throwgrenade functions in the weapon file, answer: cause it's only called once. But think functions keep doing whatever is in the code right? so if I'm carefull to make sure it wont endlessly spawn grenades, could I make it a think function that keeps checking if the grenade was thrown yet(in similar ways that the detonate timer works?) Tom Leighton wrote: > I assume thats a member variable of the weapon_frag class, so you would > need an instance of that to access the variable. > > You could simply put another bool fThrewGrenade into grenade_frag and > then set that when you throw the grenade? > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

