now it work :D ty

2014-08-31 2:48 GMT+03:00 Matas Lesinskas <peon...@gmail.com>:

> TraceResult tr;
> UTIL_MakeAimVectors( pev->angles );
> Vector vecStart = pev->origin;
>  vecStart.z += pev->size.z * 0.5;
> Vector vecEnd = vecStart + (gpGlobals->v_forward * 100 );
>  UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull,
> ENT(pev), &tr );
>
> CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
>  if ( pEntity->pev->flags & (FL_MONSTER) )
> {
> if ( tr.pHit )
>  {
>
> pEntity->TakeDamage( pev, pev, 0, DMG_SLASH );
> pEntity->pev->velocity = pEntity->pev->velocity + gpGlobals->v_forward *
> 250;
>  }
> }
>
>
> 2014-08-31 2:35 GMT+03:00 Tom Schumann <schumann....@gmail.com>:
>
> Looking at how the other weapons work it looks like you need to do a trace
>> from your weapon in the direction that you're facing and then you can use
>> the edict_t* in the trace result.
>> Check out what CCrowbar::Swing does.
>>
>>
>> On 30 August 2014 23:26, Matas Lesinskas <peon...@gmail.com> wrote:
>>
>>> any ideas how to make weapon to push zombie away.
>>>
>>> I think somethink like this, but how to target zombie, not (m_pPlayer)
>>>
>>> m_pPlayer->pev->velocity = m_pPlayer->pev->velocity +
>>> gpGlobals->v_forward * 100;
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Reply via email to