pBaseEntity->IsPlayer() On Feb 25, 2009, at 10:18 AM, "Emiel Regis" <[email protected]> wrote:
> Hey, > > You could just dynamic_cast the entity it to CBasePlayer and check > whether > the pointer is NULL or not ;) > > Emiel Regis > www.invision-games.com > > On Wed, 25 Feb 2009 15:51:15 -0000, Yorg Kuijs <[email protected]> > wrote: > >> Hey list, >> >> I have implemented a hitsound system now, with some help from here, >> although I'm not 100% sure, anyway when testing alone though I >> found out >> that the game crashes if it has to send the hitsound to an attacker >> that's not the player(mostly just the world, like hurting water). >> >> I fixed it by making by modifying CTakeDamageInfo to have a bool for >> checking if the attacker is a player. >> This seems to work fine but it's a rather rubbish fix if you ask me, >> does anybody know of a better way to see if the attacker is a player? >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list >> archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > > -- > Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ > > _______________________________________________ > 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

