Re: [hlcoders] Server query

2005-05-24 Thread badger
Some servers are responding on the S2A_INFO packets and some are not -
querying both with exactly the same program.

What else could be the problem ?


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Re: [hlcoders] non HL question

2005-05-24 Thread r00t 3:16

lol,

He asked how to change the username not the password...
If he meant the password then as root
type "passwd" on the command without the quotes.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 11:06 PM
Subject: RE: [hlcoders] non HL question



Quote--
Hello, I'm a newb and i was just woundring howto change the root username?
In that way make the server more secure.. :) and im sure that you guys
know
that :)
--Quote

-Original Message-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]
Sent: May 24, 2005 10:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] non HL question

On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:

If he is worried about someone cracking his password use a better

password.

Which is exactly what he asked how to do.

--snip--

Jeff

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[hlcoders] Using Dynamic Lights: AllocDLight vs AllocElight and hardware compatibility

2005-05-24 Thread Imperio59

Ok,
In the past few days people have been asking after seeing some of our
in-game videos about dynamic lights and their overuse. People were
worried that low-end or older machines would not be able to see the
lights, or that they would lag them.

I said that, being the good coder that I am, i would make an option to
disable dynamic lighting from my MOD itself, or make sure that it would
have alternatives for older machines.

But i am wondering now exactly how i can achieve this.

Making a convar that prevents creating any DLights in my code is a
simple thing to do, a matter of minutes really. But i was wondering
about the possibility of using ELights versus DLights, then i realised i
didn't really know what the difference was, and if one or the other
needed Dx9/Dx9 compatible cards to show up or not.

So my questions are:
What is the real difference between AllocDlight and AllocElight?
I remember trying both for muzzleflashing and that ELights didn't bounce
off walls, but I am not sure of that fact anymore.
What hardware is needed to run DLights and what hardware is needed to
run ELights?
Should i hard code in a convar to turn them off, or will the engine take
care of managing that for me already?
Will it affect performance if i call AllocDlight on a machine that can't
handle them, or will they just not be displayed?

Thanks
Imperio59



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RE: [hlcoders] non HL question

2005-05-24 Thread Tony \"omega\" Sergi
Quote--
Hello, I'm a newb and i was just woundring howto change the root username?
In that way make the server more secure.. :) and im sure that you guys know
that :)
--Quote

-Original Message-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]
Sent: May 24, 2005 10:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] non HL question

On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> If he is worried about someone cracking his password use a better
password.

Which is exactly what he asked how to do.

--snip--

Jeff

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Re: [hlcoders] non HL question

2005-05-24 Thread Jeff Fearn
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> If he is worried about someone cracking his password use a better password.

Which is exactly what he asked how to do.

--snip--

Jeff

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Re: [hlcoders] non HL question

2005-05-24 Thread r00t 3:16

If he is worried about someone cracking his password use a better password.

Changing the root login for "security" isn't doing much.
Most exploits, exploit the UID 0 and GID 0 so changing root to something
else will not.

Firewall the box using iptables, disable shell access except from trusted IP
addresses.
If you need people to have shell accounts. Disable root login via shell. Are
probably the better solutions..

Changing the root password will help only if someone is trying to crack the
password using brute force.
More times then not if they are trying to guess the root password the know
they system already and probably cat /etc/passwd so they know what the root
login
would of been changed to already. eg web server?


Take away the ability of them trying to even be able to login as root would
be a better solution.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Jeff Fearn" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 8:40 PM
Subject: Re: [hlcoders] non HL question



On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:

uh, That isn't advised
You will probably screw up your box if you do that.


It won't break anything.


There are alot of better ways to secure the box then to just change the
root
login.


True, but it's a good first step.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Andreas Kang" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 7:17 PM
Subject: [hlcoders] non HL question


Hello, I'm a newb and i was just woundring howto change the root
username_

?

In that way make the server more secure.. :) and im sure that you guys
know
that :)


man passwd

Jeff

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Re: [hlcoders] non HL question

2005-05-24 Thread Jeff Fearn
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> uh, That isn't advised
> You will probably screw up your box if you do that.

It won't break anything.

> There are alot of better ways to secure the box then to just change the root
> login.

True, but it's a good first step.

>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: "Andreas Kang" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, May 24, 2005 7:17 PM
> Subject: [hlcoders] non HL question
>
>
> Hello, I'm a newb and i was just woundring howto change the root username_
?
> In that way make the server more secure.. :) and im sure that you guys know
> that :)

man passwd

Jeff

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RE: [hlcoders] SZ_GetSpace error - HL1

2005-05-24 Thread Deadman Standing
Normally plugins that generate a lot of network traffic (send lots of
messages, temp entities, model updates, etc.)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Tuesday, May 24, 2005 4:56 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SZ_GetSpace error - HL1

On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Adding -zone 8192 to the command line can sometimes help this. From
looking
> at the Quake code it appears the SZ_GetSpace error occurs when the engine
> overruns static buffers used to build network messages. Too many or poorly
> written plugins can aggravate the situation.

I'll try that.

What exactly makes a plugin badly written? I have a bot plugin based
on HPB bot that might be at fault, but no idea what to target to fix
it.

Jeff

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Re: [hlcoders] non HL question

2005-05-24 Thread r00t 3:16

uh, That isn't advised
You will probably screw up your box if you do that.

There are alot of better ways to secure the box then to just change the root
login.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Andreas Kang" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 7:17 PM
Subject: [hlcoders] non HL question


Hello, I'm a newb and i was just woundring howto change the root username?
In that way make the server more secure.. :) and im sure that you guys know
that :)

Med vennlig hilsen:
Andreas Kang Schøyen
Teknisk ansvarlig for NovaNett avd. CS
e-post: [EMAIL PROTECTED]
mobil: 45 44 21 88


-Opprinnelig melding-
Fra: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED]
Sendt: Tuesday, May 24, 2005 11:10 PM
Til: hlcoders@list.valvesoftware.com
Emne: Re: [hlcoders] SZ_GetSpace error - HL1

Jeff Fearn wrote:

On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:


Adding -zone 8192 to the command line can sometimes help this. From
looking
at the Quake code it appears the SZ_GetSpace error occurs when the engine
overruns static buffers used to build network messages. Too many or poorly
written plugins can aggravate the situation.



I'll try that.

What exactly makes a plugin badly written? I have a bot plugin based
on HPB bot that might be at fault, but no idea what to target to fix
it.


The HPB bot can generate the SZ_GetSpace crash when displaying lots of
waypoints (if you are editing waypoints on the client).  The waypoint
display method sends a reliable network message for each waypoint line
drawn.  If enough of these reliable messages are sent in too short a
time period, the buffer overflows.

One of the Counter-Strike bot authors (I don't remember which one)
changed this to use an un-reliable message for displaying these lines
which helps prevent the overflow.  In the worst case, sometimes a
waypoint line wouldn't get drawn and then would appear the next time it
was updated.

The SZ_GetSpace crashing problem also occurred if some plugin attempts
to send a network message to a fake client (bot).  The HPB bot code
tries to prevent this, but there can still be cases of other pluggins
running (if you are using metamod, which it sounds like you are not)
that send a network message to "all players" that could cause this problem.

--
Jeffrey "botman" Broome

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[hlcoders] non HL question

2005-05-24 Thread Andreas Kang
Hello, I'm a newb and i was just woundring howto change the root username? In 
that way make the server more secure.. :) and im sure that you guys know that :)

Med vennlig hilsen:
Andreas Kang Schøyen
Teknisk ansvarlig for NovaNett avd. CS
e-post: [EMAIL PROTECTED]
mobil: 45 44 21 88


-Opprinnelig melding-
Fra: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED]
Sendt: Tuesday, May 24, 2005 11:10 PM
Til: hlcoders@list.valvesoftware.com
Emne: Re: [hlcoders] SZ_GetSpace error - HL1

Jeff Fearn wrote:
> On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
>
>>Adding -zone 8192 to the command line can sometimes help this. From looking
>>at the Quake code it appears the SZ_GetSpace error occurs when the engine
>>overruns static buffers used to build network messages. Too many or poorly
>>written plugins can aggravate the situation.
>
>
> I'll try that.
>
> What exactly makes a plugin badly written? I have a bot plugin based
> on HPB bot that might be at fault, but no idea what to target to fix
> it.

The HPB bot can generate the SZ_GetSpace crash when displaying lots of
waypoints (if you are editing waypoints on the client).  The waypoint
display method sends a reliable network message for each waypoint line
drawn.  If enough of these reliable messages are sent in too short a
time period, the buffer overflows.

One of the Counter-Strike bot authors (I don't remember which one)
changed this to use an un-reliable message for displaying these lines
which helps prevent the overflow.  In the worst case, sometimes a
waypoint line wouldn't get drawn and then would appear the next time it
was updated.

The SZ_GetSpace crashing problem also occurred if some plugin attempts
to send a network message to a fake client (bot).  The HPB bot code
tries to prevent this, but there can still be cases of other pluggins
running (if you are using metamod, which it sounds like you are not)
that send a network message to "all players" that could cause this problem.

--
Jeffrey "botman" Broome

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Re: [hlcoders] SZ_GetSpace error - HL1

2005-05-24 Thread Jeffrey \"botman\" Broome

Jeff Fearn wrote:

On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:


Adding -zone 8192 to the command line can sometimes help this. From looking
at the Quake code it appears the SZ_GetSpace error occurs when the engine
overruns static buffers used to build network messages. Too many or poorly
written plugins can aggravate the situation.



I'll try that.

What exactly makes a plugin badly written? I have a bot plugin based
on HPB bot that might be at fault, but no idea what to target to fix
it.


The HPB bot can generate the SZ_GetSpace crash when displaying lots of
waypoints (if you are editing waypoints on the client).  The waypoint
display method sends a reliable network message for each waypoint line
drawn.  If enough of these reliable messages are sent in too short a
time period, the buffer overflows.

One of the Counter-Strike bot authors (I don't remember which one)
changed this to use an un-reliable message for displaying these lines
which helps prevent the overflow.  In the worst case, sometimes a
waypoint line wouldn't get drawn and then would appear the next time it
was updated.

The SZ_GetSpace crashing problem also occurred if some plugin attempts
to send a network message to a fake client (bot).  The HPB bot code
tries to prevent this, but there can still be cases of other pluggins
running (if you are using metamod, which it sounds like you are not)
that send a network message to "all players" that could cause this problem.

--
Jeffrey "botman" Broome

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Re: [hlcoders] Speed hack detection?

2005-05-24 Thread Jeff Fearn
On 5/23/05, Andrew (British_Bomber) <[EMAIL PROTECTED]> wrote:
> > If the client says its game time A and I'm here, then, it's game time
> > B and I'm there, how is that in anyway difficult to calculate
> > distance/time? This is only a problem if the client doesn't send or
> > the server doesn't use the idea of game time.
> >
>
> I would think that the issue is, that they both know that time has
> passed, but they also know that player should be somewhere new and
> through the general confusion that is lag, the server or client
> decides he should be *points at a location* there.  So they make him
> be "there".  I dont know the exact technicalities but through that
> extreme change in location the ground is made up quite quickly and the
> speed hack detects them.
>
> I could be horribly wrong on this, infact I know I am wrong and would
> love to find out the REAL answer, rather than my made up story.  so
> pick it appart all you want :D

I'll do that as soon as I'm not as horribly wrong as you are :)

C'mon Yahn, all this ignorance must be aggravating you! ;)

Jeff

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Re: [hlcoders] SZ_GetSpace error - HL1

2005-05-24 Thread Jeff Fearn
On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Adding -zone 8192 to the command line can sometimes help this. From looking
> at the Quake code it appears the SZ_GetSpace error occurs when the engine
> overruns static buffers used to build network messages. Too many or poorly
> written plugins can aggravate the situation.

I'll try that.

What exactly makes a plugin badly written? I have a bot plugin based
on HPB bot that might be at fault, but no idea what to target to fix
it.

Jeff

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Re: [hlcoders] Server query

2005-05-24 Thread Jeffrey \"botman\" Broome

badger wrote:

Hi again,

I'm a bit confused right now.

To receive the basic server informations, I send the following bytes (found
under A2S_INFO)

FF FF FF FF 54 53 6F 75 72 63 65 20 45 6E 67 69 6E 65 20 51 75 65 72 79 00

That's the first thing I send to the server. How should I send this
'challenged' ?


A2S_INFO doesn't have a challenged version.

If you want to use A2S_PLAYER or A2S_RULES, those packets require that
you first send A2S_SERVERQUERY_GETCHALLENGE to return a 4 byte challenge
value that you then must supply with the A2S_PLAYER or A2S_RULES packets.

If the only thing that you are using is A2S_INFO then the challenge
stuff is not what's causing your problem.

--
Jeffrey "botman" Broome

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RE: [hlcoders] Server query

2005-05-24 Thread Alfred Reynolds
A2S_INFO packets do not require a challenge value, only A2S_PLAYER and
A2S_RULES.

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of badger
Sent: Tuesday, May 24, 2005 12:36 PM To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server query

> Hi again,
>
> I'm a bit confused right now.
>
> To receive the basic server informations, I send the following bytes
> (found under A2S_INFO)
>
> FF FF FF FF 54 53 6F 75 72 63 65 20 45 6E 67 69 6E 65 20 51 75 65 72
> 79 00
>
> That's the first thing I send to the server. How should I send this
> 'challenged' ?
>
>
> > Are you using both challenged and non-challenged query protocol?...
> >
> > http://www.valve-erc.com/srcsdk/Code/Networking/serverqueries.html
> >
> > If you are doing just one or the other, some servers might not
> > respond.
> >
> > --
> > Jeffrey "botman" Broome
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
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Re: [hlcoders] Server query

2005-05-24 Thread badger
Hi again,

I'm a bit confused right now.

To receive the basic server informations, I send the following bytes (found
under A2S_INFO)

FF FF FF FF 54 53 6F 75 72 63 65 20 45 6E 67 69 6E 65 20 51 75 65 72 79 00

That's the first thing I send to the server. How should I send this
'challenged' ?


> Are you using both challenged and non-challenged query protocol?...
>
> http://www.valve-erc.com/srcsdk/Code/Networking/serverqueries.html
>
> If you are doing just one or the other, some servers might not respond.
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>


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Re: [hlcoders] Server query

2005-05-24 Thread badger
Hi,

no, I'm not. Thanks for the information, will try to implement this.

> Are you using both challenged and non-challenged query protocol?...
>
> http://www.valve-erc.com/srcsdk/Code/Networking/serverqueries.html
>
> If you are doing just one or the other, some servers might not respond.
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>


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Re: [hlcoders] Nightvision

2005-05-24 Thread Ignacio Martín
--
[ Picked text/plain from multipart/alternative ]
I created and compiled a new shader

2005/5/24, r00t 3:16 <[EMAIL PROTECTED]>:
>
> Did you have to compile a new shader or can you use the built in shaders
> already in hl2 ?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com 
> - Original Message -
> From: "Ignacio Martín" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, May 23, 2005 8:40 PM
> Subject: Re: [hlcoders] Nightvision
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi people. You should take a look at sdk_postprocess that valve included
> > in
> > the sdk. Take a look also at "authoring shaders". I have already
> finished
> > my
> > NV and it looks great using shaders. The idea is to render the scene to
> a
> > texture, which your shader will use, convert it to greyscale, apply an
> > amplification factor (multiply) and double or so the green component.
> You
> > can improve it adding a noise texture.
> > Think of a shader as a material, so you have to apply this NV material
> to
> > a
> > full-screen quad. As I have told you before, the key is in
> > sdk_postprocess.
> >
> >
> > 2005/5/23, Ian Warwick <[EMAIL PROTECTED]>:
> >>
> >> I heard CS:S NVG is a shader, but if it is, then I can't find the files
> >> for it in any of the GCF files. The main problem is if the players PC's
> >> hardware supports shaders, but personally I would'nt let that be a
> >> problem.
> >>
> >> Shaders are a bit to deep for me at the moment, to do anything original
> >> and decent you need a good grasp of mathematics, however there are
> tools
> >> that make it easier, Nvidia's rendermonkey is quite cool.
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew
> >> (British_Bomber)
> >> Sent: 23 May 2005 14:06
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] Nightvision
> >>
> >> I appologize if this a really dumb question.
> >>
> >> I have my NVG completely finished except for the effect itself. I was
> >> hoping to recreate real nightvision by simply amplifying the original
> >> lights, except for the fact I can't get information about the original
> >> lights it's perfect...
> >>
> >> So I decided for right now just to use our mod's original NVG
> effect
> >> a massivly bright dlight. Simple enough except for the fact that the
> >> dlights I use decided not to have an option for their brightness. Am I
> >> just blind?
> >>
> >> Also does anyone know how CS:S did the NVG, same thing? (my CS:S
> decided
> >> to stop working on me a few weeks back so I haven't been able to look
> at
> >> it )
> >>
> >> Or even, I've heard people talking about using shaders, but I am
> cluless
> >> on how to implement that, any general pointers, hell even pro's and
> >> cons.
> >>
> >> Anyway :D Thanks for any help on such a nub subject
> >>
> >> ___
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> >> please visit:
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Re: [hlcoders] Server query

2005-05-24 Thread Jeffrey \"botman\" Broome

badger wrote:

This is a multi-part message in MIME format. -- [ Picked text/plain
from multipart/alternative ] Hi,

I'm actually working on a small server admin / server query program
for the Source engine.

It works with some servers, but some servers just don't respond ? I
can't imagine that the code doesn't work with some of the servers...


Are you using both challenged and non-challenged query protocol?...

http://www.valve-erc.com/srcsdk/Code/Networking/serverqueries.html

If you are doing just one or the other, some servers might not respond.

--
Jeffrey "botman" Broome

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Re: [hlcoders] Server query

2005-05-24 Thread Erling K. Sæterdal

Could it be that the server is changing map ? ( IE if you download a list of
servers from the steam master servers. And query them all, some of them are
bound to be changing map when you query them. Or have been shut down).


- Original Message -
From: "badger" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 5:54 PM
Subject: [hlcoders] Server query



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm actually working on a small server admin / server query program for
the Source engine.

It works with some servers, but some servers just don't respond ? I can't
imagine that the code doesn't work with some of the servers...

Has somebody else got a problem like that ?



--


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[hlcoders] Server query

2005-05-24 Thread badger
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm actually working on a small server admin / server query program for the 
Source engine.

It works with some servers, but some servers just don't respond ? I can't 
imagine that the code doesn't work with some of the servers...

Has somebody else got a problem like that ?



--


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RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
Regarding my last email, this is what I was refering to

http://articles.thewavelength.net/675/

Quite a cool article explaining how to do it, in hammer editor there is
also an entity that allows you to attach a VGUI screen to a brush
entity, complete with mouseover cursor, doom III style, rocks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(British_Bomber)
Sent: 24 May 2005 11:25
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Use functions on an Entity

I guess I must be in a very CS:S mood or something because I am
reffering to it in most of my questions now...

Anyway could anyone give me in lamens terms pointers on animating an
entity such as the planted bomb in CS:S, that not only Animates the
texture but also has a countdown.  I tried using the Use function and
writing a timer into it, but apparently the function doesnt work how I
thought it worked.  So even a brief description of the usage of the Use
function itself would help me out tremendously.

Thanks Guys

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RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
I think the countdown timer might be using VGUI, it looks like it to me.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(British_Bomber)
Sent: 24 May 2005 11:25
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Use functions on an Entity

I guess I must be in a very CS:S mood or something because I am
reffering to it in most of my questions now...

Anyway could anyone give me in lamens terms pointers on animating an
entity such as the planted bomb in CS:S, that not only Animates the
texture but also has a countdown.  I tried using the Use function and
writing a timer into it, but apparently the function doesnt work how I
thought it worked.  So even a brief description of the usage of the Use
function itself would help me out tremendously.

Thanks Guys

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Re: [hlcoders] Newbie question

2005-05-24 Thread Andrew (British_Bomber)
just a forward declaration of it in all of your cpp files?

class CBaseAwesomeClass;

I don't know if that will work but it's the only other thing I can think of

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Re: [hlcoders] Newbie question

2005-05-24 Thread r00t 3:16

hmm yea good point, and I thought about that.
I was just wondering if there was another way to do it...


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Andrew (British_Bomber)" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 6:11 AM
Subject: Re: [hlcoders] Newbie question



Transfer the declaration into a header file and then include that i
the main cpp?

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[hlcoders] Use functions on an Entity

2005-05-24 Thread Andrew (British_Bomber)
I guess I must be in a very CS:S mood or something because I am
reffering to it in most of my questions now...

Anyway could anyone give me in lamens terms pointers on animating an
entity such as the planted bomb in CS:S, that not only Animates the
texture but also has a countdown.  I tried using the Use function and
writing a timer into it, but apparently the function doesnt work how I
thought it worked.  So even a brief description of the usage of the
Use function itself would help me out tremendously.

Thanks Guys

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Re: [hlcoders] Newbie question

2005-05-24 Thread Andrew (British_Bomber)
Transfer the declaration into a header file and then include that i
the main cpp?

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[hlcoders] Newbie question

2005-05-24 Thread r00t 3:16

Ok I ran into this situation a few times and I kind of need some help on
figuring it out as it is driving me nuts...

If there is a class eg:
CBaseGrenadeConcussion / basegrenade_concussions.cpp
that you want to use but there is not a header file for that class how do
you get a pointer to the class?

Sorry been trying to figure it out.



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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