It's an entity, not a brush entity/volume. I could see it being called again
though... What's the fix, toggling a boolean when you enter, and don't run
it if it's true? I don't recall this ever being a problem in actual
HL2/HL2DM.


On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern <amck...@yahoo.com>wrote:

> You have a 6 sided trigger - each side will trigger when its touched, so if
> your enter the brush it will trigger, the same as when you exit the brush it
> will trigger.
>
> You might be better off using the InEntity code (been ages from last time i
> needed to use it so forgot its real name)
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Wed, 6/4/11, Matt Hoffman <lord.matt.hoff...@gmail.com>* wrote:
>
>
> From: Matt Hoffman <lord.matt.hoff...@gmail.com>
> Subject: [hlcoders] EmitSound being cut off, and forcing the player to
> spectate an entity
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com
> >
> Received: Wednesday, 6 April, 2011, 10:12 AM
>
>
> EmitSound:
> I have an entity that derives from CItem, and I'm using ItemTouch. I set
> DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine,
> but if the player leaves the collision box of the entity while the sound is
> playing it just stops the sound. This doesn't happen in the case of it's
> Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I
> using the CPASAttenuationFilter wrong? Or is it something to do with the
> ItemTouch function itself?
>
> Here's the relevant functions: http://pastebin.com/Mu72VBxQ
>
>
> Spectating an Entity:
> I've been trying unsuccessfully for a few days now to get the player to
> spectate a custom entity. I did SetObserverTarget( entity ), and if I debug
> it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget(
> CBaseEntity *target) (Line 2551 or so) (Code Here:
> http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not
> kick out when trying to observe something other than a player.
>
> It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on
> C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything.
>
> It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on
> CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to
> observe something?
> When the player spectates another player, what is he doing. Is his logical
> entity moving around, or just his camera?
>
> Any help over these two issues would be great, I've been stuck here for 2
> days now... :P
>
>
> -Matt
>
> -----Inline Attachment Follows-----
>
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