IsPlayer will always be valid, its set when a player entity is created and only for player ents. Only one other check I would suggest if you are using bots would be if the player is fake.
On Wed, Feb 25, 2009 at 8:57 AM, Yorg Kuijs <[email protected]> wrote: > I have it looking like this now: > CBasePlayer *pAttacker = ( CBasePlayer* )inputInfo.GetAttacker(); > bool bAttackerIsPlayer = pAttacker->IsPlayer(); > > if ( pAttacker != this && bAttackerIsPlayer && inputInfo.GetDamage() > > 0 ) > { > CRecipientFilter filter; > filter.AddRecipient( pAttacker ); > filter.MakeReliable(); > > //send announcement to play > UserMessageBegin( filter, "SendAudio" ); > WRITE_STRING( "HitSound.Blip" ); > MessageEnd(); > } > > Crashes are at least gone with this, any idea if it will actually work > though? sending the sound to the attacker? > > James Gray wrote: > > pBaseEntity->IsPlayer() > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

