When you throw the grenade from the weapon file, and you create the grenade entity, you will get a pointer to that entity.
If you make a couple of Set/Get functions for that, when it gets thrown you can set the boolean through those functions. You can read up about pointers/classes/polymorphism/inheritance/etc on google if you don't understand any of them. Any more questions feel free to reply ;) Yorg Kuijs wrote: > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders