Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-26 Thread Tim Holt
Thanks - had just found it :^)

I'm betting this is the basis for what I want to do - i'll just have to do my
own filtering by ent name, distance from query point, etc.

C_BaseEntityIterator iterator;
C_BaseEntity *pEnt;
while ( (pEnt = iterator.Next()) != NULL )
{
pEnt-Simulate();
}

Quoting Scott Loyd [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 ClientEntityList()
 cliententitylist.cpp/.h

 On 4/25/06, Tim Holt [EMAIL PROTECTED] wrote:
 
  I would like to get an entity list for a client HUD element, ideally
  calling
  something like FindEntityByClassnameWithin on the client side.  The
  problem is,
  this is a server side thingey, so no luck.
 
  Any advice on a clean way to do this?   The console cl_showents command
  seems
  like it would be a good code example/model, but it doesn't seem to be
  actually
  implemented anywhere in the SDK (which makes me think it's non-trivial).
 
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[hlcoders] Command to Dip Gun

2006-04-26 Thread Adam \amckern\ Mckern
Hi!

I am trying to find the correct command to dip the
gun, like when you aim at a firendly NPC.

The reason is when you sprint, the gun should not be
used.

I am also looking to try and force holster the gun if
the diping wont work.


What i have done so far is

In basehlcombatweapon_shared.cpp
CBaseHLCombatWeapon::WeaponShouldBeLowered i have
added the concommand

ConVar nd_sprint_gun( nd_sprint_gun, 0,
FCVAR_CHEAT );



Over in my sprint function I have done this


if( pPlayer-IsSprinting() )
{
static bool bNDSprint = false;

if( bNDSprint )
{
// Show gun
// We stoped runing
cvar-FindVar(nd_sprint_gun)-SetValue(0);

}
else
{
// Hide Gun
// Sprint away
cvar-FindVar(nd_sprint_gun)-SetValue(1);
DevMsg(My gun should be lowered\n);
}

bNDSprint = !bNDSprint;

//check if the gun is down or not
if (cvar-FindVar(nd_sprint_gun)-GetInt() ==
1);//is it down?
else(
cvar-FindVar(nd_sprint_gun)-SetValue(0));//well
bing it up
}

Now if i use another command, like mat_fullbright -
the convar works - but this convar wont drop my gun -
infact i end up crashing in the lower state statment.

The guns i'm working with are custom guns, all but the
machinegun, that comes from hl2 - do i need to tell
the modlers to add an animation event to them for the
diping to occur?

Any help is much wanted

Thanks

Adam


My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - http://www.nigredostudios.com

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Re: [hlcoders] Command to Dip Gun

2006-04-26 Thread Scott Loyd
--
[ Picked text/plain from multipart/alternative ]
I dunno why your using a variable.  In your weapon base class just use
pPlayer-IsSprinting().  Tell your animators to create a start_sprint, and a
idle_sprint animation; setup your code to support this.  Disable attacks
while sprinting (PrimaryAttack/SecondaryAttack, come to mind).

*cough (nasty cold)*
//also, probably best to do the following (why waste the cycles?)...
ConVar nd_sprint_gun;
nd_sprint_gun.GetInt();
//instead of
cvar-FindVar(nd_sprint_gun)

On 4/26/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 Hi!

 I am trying to find the correct command to dip the
 gun, like when you aim at a firendly NPC.

 The reason is when you sprint, the gun should not be
 used.

 I am also looking to try and force holster the gun if
 the diping wont work.


 What i have done so far is

 In basehlcombatweapon_shared.cpp
 CBaseHLCombatWeapon::WeaponShouldBeLowered i have
 added the concommand

 ConVar nd_sprint_gun( nd_sprint_gun, 0,
 FCVAR_CHEAT );



 Over in my sprint function I have done this


 if( pPlayer-IsSprinting() )
 {
 static bool bNDSprint = false;

 if( bNDSprint )
 {
 // Show gun
 // We stoped runing
 cvar-FindVar(nd_sprint_gun)-SetValue(0);

 }
 else
 {
 // Hide Gun
 // Sprint away
 cvar-FindVar(nd_sprint_gun)-SetValue(1);
 DevMsg(My gun should be lowered\n);
 }

 bNDSprint = !bNDSprint;

 //check if the gun is down or not
 if (cvar-FindVar(nd_sprint_gun)-GetInt() ==
 1);//is it down?
 else(
 cvar-FindVar(nd_sprint_gun)-SetValue(0));//well
 bing it up
 }

 Now if i use another command, like mat_fullbright -
 the convar works - but this convar wont drop my gun -
 infact i end up crashing in the lower state statment.

 The guns i'm working with are custom guns, all but the
 machinegun, that comes from hl2 - do i need to tell
 the modlers to add an animation event to them for the
 diping to occur?

 Any help is much wanted

 Thanks

 Adam

 
 My Website http://www.ammahls.com
Lead Programer NightFall http://www.nightfallmod.net
   Developer of CST and ZHLT 3.0 http://www.zhlt.info
  Team Lead - Prime - http://www.nigredostudios.com

 __
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Re: [hlcoders] Can't move when in spectator move.

2006-04-26 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
When you die you don't become a spectator. That is to say, you don't join
the spectator's team. You're just dead.

The whole spectator modes/menu stuff only kicks in if you're on
TEAM_SPECTATOR.



On 4/26/06, Nick [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I still can't understand why spectator isn't fully implimented in the
 sdk...

 On 4/25/06, Skillet [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I don't think it's a problem of the dead flags (though I have had issues
  working with them in the past), but simply that spectator is not fully
  implemented in the SDK.
 
 
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Re: [hlcoders] Command to Dip Gun

2006-04-26 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Yes, each weapon will need the activities ACT_VM_IDLE_TO_LOWERED,
ACT_VM_IDLE_LOWERED and ACT_VM_LOWERED_TO_IDLE.

On 4/26/06, Scott Loyd [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I dunno why your using a variable.  In your weapon base class just use
 pPlayer-IsSprinting().  Tell your animators to create a start_sprint, and
 a
 idle_sprint animation; setup your code to support this.  Disable attacks
 while sprinting (PrimaryAttack/SecondaryAttack, come to mind).

 *cough (nasty cold)*
 //also, probably best to do the following (why waste the cycles?)...
 ConVar nd_sprint_gun;
 nd_sprint_gun.GetInt();
 //instead of
 cvar-FindVar(nd_sprint_gun)

 On 4/26/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  Hi!
 
  I am trying to find the correct command to dip the
  gun, like when you aim at a firendly NPC.
 
  The reason is when you sprint, the gun should not be
  used.
 
  I am also looking to try and force holster the gun if
  the diping wont work.
 
 
  What i have done so far is
 
  In basehlcombatweapon_shared.cpp
  CBaseHLCombatWeapon::WeaponShouldBeLowered i have
  added the concommand
 
  ConVar nd_sprint_gun( nd_sprint_gun, 0,
  FCVAR_CHEAT );
 
 
 
  Over in my sprint function I have done this
 
 
  if( pPlayer-IsSprinting() )
  {
  static bool bNDSprint = false;
 
  if( bNDSprint )
  {
  // Show gun
  // We stoped runing
  cvar-FindVar(nd_sprint_gun)-SetValue(0);
 
  }
  else
  {
  // Hide Gun
  // Sprint away
  cvar-FindVar(nd_sprint_gun)-SetValue(1);
  DevMsg(My gun should be lowered\n);
  }
 
  bNDSprint = !bNDSprint;
 
  //check if the gun is down or not
  if (cvar-FindVar(nd_sprint_gun)-GetInt() ==
  1);//is it down?
  else(
  cvar-FindVar(nd_sprint_gun)-SetValue(0));//well
  bing it up
  }
 
  Now if i use another command, like mat_fullbright -
  the convar works - but this convar wont drop my gun -
  infact i end up crashing in the lower state statment.
 
  The guns i'm working with are custom guns, all but the
  machinegun, that comes from hl2 - do i need to tell
  the modlers to add an animation event to them for the
  diping to occur?
 
  Any help is much wanted
 
  Thanks
 
  Adam
 
  
  My Website http://www.ammahls.com
 Lead Programer NightFall http://www.nightfallmod.net
Developer of CST and ZHLT 3.0 http://www.zhlt.info
   Team Lead - Prime - http://www.nigredostudios.com
 
  __
  Do You Yahoo!?
  Tired of spam?  Yahoo! Mail has the best spam protection around
  http://mail.yahoo.com
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 --

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[hlcoders] engine-ClientCommand() Usage?

2006-04-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I have an Item_Barrel, that when the Player uses it, I want it to toggle my
Barrel Panel via a consol command ToggleBarrelPanel.

What i want to know, is howdo I use engine-ClientCommand(); It asks for an
edict_t which I do not know what that is.

I tried creating my own function in CBasePlayer called GetEdict() but it
didn't work, kicked me out of the game saying

NUM_BAD_EDICT.


Any help would be good.

Thanks


-Kramer
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[hlcoders] [OT] GameExpertMaster

2006-04-26 Thread John Sheu
I don't wish to start a flame war of any kind.  This has just been
bugging me for quite a while, and I'm not sure whether to laugh or cry
about it.

rant
Please.  If you're a gameexpertmaster, stop with the nub questions!
In all honesty, I don't mind the questions, just the mindset that goes
with that e-mail address.  Hell, _I_ ask dumb questions all the time.
/rant

Thanks.
John Sheu


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Re: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Jeff Fearn
On 4/26/06, ChromeAngel [EMAIL PROTECTED] wrote:

  Subject: Re: [hlcoders] Crash in release mode only AND Changing the 
  viewports
   scheme
  Reply-To: hlcoders@list.valvesoftware.com
 
  ChromeAngel wrote:
 
  2 Issues, I doubt they are related :
  Issue 1) I've got my HL2DM mod running sweet and lovely and i'm about
  ready to send it out to my testers, so I compiled in in release mode,
  only to find it causes a crash in HL2.exe when I spawn on my listen
  server.  How should I go about finding the cause of this crash?
 
  http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore98/html/vcrefgz(catchrelease-builderrorsindebugbuild).asp
 
  --
  Jorge Vino Rodrigue
 
 Issue 1) Cheers for the URL Vino.  By adding the /GZ parameter to my
 debug compile I did manage to catch and fix a bug that was not otherwise
 happening in debug builds.  However, it still does not reproduce the
 crash bug I get in release mode, even after full rebuilds.  Any more
 suggestions?

Try this:

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/_core_turn_on_generation_of_debug_information_for_the_release_build.asp

--
Jeff Fearn

Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
H

Where in (GameExpertMaster) did you get Master of the Source SDK?

Who the hell cares if I ask Nub Questions? I ask things of which I do not
know. I help others if I know the question just as I should. Im sorry if I
wasn't born with a perfect knowledge of the SDK like yourself.

I have no mindset, I know im not an amazing coder, I am good, but not all to
familiar with the Source SDK, just because you know the answer to the
question, and may have learned it along time ago, doesn't mean it is a NUB
question. You answer the question, and get on with your life. Hell, you
shouldn't care if I asked what an SDK was. You should just answer politely,
thats what I would do.

I can ask all the nub questions I want, the point of the coders list is to
help people with CODING WITH THE SDK. I looked up and down the Valve
Developer Page for an answer to my questions before I even post here. If I
don't find it there, I email the HlCodersList, I don't just email every
random noob question.
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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Nick
--
[ Picked text/plain from multipart/alternative ]
I agree. If someone has a question, they have the right to ask it no matter
how nub it sounds.
Everyone started somewhere. Whats in an email address anyway?

On 4/26/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 H

 Where in (GameExpertMaster) did you get Master of the Source SDK?

 Who the hell cares if I ask Nub Questions? I ask things of which I do not
 know. I help others if I know the question just as I should. Im sorry if I
 wasn't born with a perfect knowledge of the SDK like yourself.

 I have no mindset, I know im not an amazing coder, I am good, but not all
 to
 familiar with the Source SDK, just because you know the answer to the
 question, and may have learned it along time ago, doesn't mean it is a NUB
 question. You answer the question, and get on with your life. Hell, you
 shouldn't care if I asked what an SDK was. You should just answer
 politely,
 thats what I would do.

 I can ask all the nub questions I want, the point of the coders list is to
 help people with CODING WITH THE SDK. I looked up and down the Valve
 Developer Page for an answer to my questions before I even post here. If I
 don't find it there, I email the HlCodersList, I don't just email every
 random noob question.
 --

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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yeah, I feel like I have asked some dumb questions here. I am under no
illusions that I am some master coder here, I feel most of the people who
work with the SDK are either college students or University students just
starting to get their degrees.

I feel my asking questions will also help future people who have troubles
with the same things I do when they search this archive for an answer, and
the question probably gets people thinking aswell. (and Alfred is sometimes
so horrified with how I coded something he will write out a best use
guideline ;)) have a little patientce with us, we do try and find stuff and
work it out for ourselves, and when we fail we ask you guys. Heck maybe the
next batch of people working on the SDK that need help maybe I'll be able to
answer their question with the knowledge gained from you guys helping us
out.

On 4/27/06, Nick [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I agree. If someone has a question, they have the right to ask it no
 matter
 how nub it sounds.
 Everyone started somewhere. Whats in an email address anyway?

 On 4/26/06, Michael Kramer [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  H
 
  Where in (GameExpertMaster) did you get Master of the Source SDK?
 
  Who the hell cares if I ask Nub Questions? I ask things of which I do
 not
  know. I help others if I know the question just as I should. Im sorry if
 I
  wasn't born with a perfect knowledge of the SDK like yourself.
 
  I have no mindset, I know im not an amazing coder, I am good, but not
 all
  to
  familiar with the Source SDK, just because you know the answer to the
  question, and may have learned it along time ago, doesn't mean it is a
 NUB
  question. You answer the question, and get on with your life. Hell, you
  shouldn't care if I asked what an SDK was. You should just answer
  politely,
  thats what I would do.
 
  I can ask all the nub questions I want, the point of the coders list is
 to
  help people with CODING WITH THE SDK. I looked up and down the Valve
  Developer Page for an answer to my questions before I even post here. If
 I
  don't find it there, I email the HlCodersList, I don't just email every
  random noob question.
  --
 
  ___
  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] [OT] GameExpertMaster

2006-04-26 Thread Maurino Berry

Whomever started to flame this guy for his email is a complete tool, how do
you draw the conclusion that his email relates directly to the source sdk,
what if it means pong?

_
Take advantage of powerful junk e-mail filters built on patented Microsoft®
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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
It was in no way a flame attempt...he just wanted to get out what he thought
You can leave this topic alone now

--
ts2do
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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Maurino Berry

Out of all the offtopic things coming to my inbox, some guy hassling someone
else about his email is the last thing I want from hlcoders, I think he
should have kept that noise to himself, or emails the guy personally,
there's no reason to have posted it here unless he was trying to make the
guy feel uncomfortable which in my books is flaming.

But anyway, You can leave this topic alone now.



From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] [OT] GameExpertMaster
Date: Wed, 26 Apr 2006 21:17:50 -0500

--
[ Picked text/plain from multipart/alternative ]
It was in no way a flame attempt...he just wanted to get out what he
thought
You can leave this topic alone now

--
ts2do
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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread John Sheu
I thought it was rather ironic that gameexpertmaster was asking these
kinds of questions; that is all.

/me sighs

In any case, I realize that my response was inappropriate and I will
apologize for it.  I'll keep it to myself next time.

John Sheu


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Re: [hlcoders] engine-ClientCommand() Usage?

2006-04-26 Thread John Sheu
You'll notice from public/edict.h that the edict_t is the engine's
internal representation of an entity.  Basically, the ClientCommand()
call is asking for which entity to masquerade the command has having
come from.  dlls/point_devshot_camera.cpp:113 has a very clear example
of this command's usage:

engine-ClientCommand( pPlayer-edict(), developer 0 );

**

On a related note, it would be good to search the source yourself for
examples of how to use commands like this before asking.  (That's how I
came up with this particular example.)  You'll always run the risk of
dredging up those SOBs that don't like answering nub questions if you
don't.

John Sheu


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RE: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Ben Everett
The most common cause of crashes in release mode but not in debug are due to
variable initializations. In debug mode all variables are initialized to
'0', while in release mode they do not have a default initialization value.

The most common cause of these crashes is failing to properly initialize
variables.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Wednesday, April 26, 2006 7:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crash in release mode only AND Changing the
viewports

On 4/26/06, ChromeAngel [EMAIL PROTECTED] wrote:

  Subject: Re: [hlcoders] Crash in release mode only AND Changing the
viewports
   scheme
  Reply-To: hlcoders@list.valvesoftware.com
 
  ChromeAngel wrote:
 
  2 Issues, I doubt they are related :
  Issue 1) I've got my HL2DM mod running sweet and lovely and i'm about
  ready to send it out to my testers, so I compiled in in release mode,
  only to find it causes a crash in HL2.exe when I spawn on my listen
  server.  How should I go about finding the cause of this crash?
 
 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore98/ht
ml/vcrefgz(catchrelease-builderrorsindebugbuild).asp
 
  --
  Jorge Vino Rodrigue
 
 Issue 1) Cheers for the URL Vino.  By adding the /GZ parameter to my
 debug compile I did manage to catch and fix a bug that was not otherwise
 happening in debug builds.  However, it still does not reproduce the
 crash bug I get in release mode, even after full rebuilds.  Any more
 suggestions?

Try this:

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html
/_core_turn_on_generation_of_debug_information_for_the_release_build.asp

--
Jeff Fearn

Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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