Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Tom Edwards
This can happen when you define a datadesc table in the header. Perhaps 
it's the same for network tables?

Øystein Dale wrote:
> Just got a new error:
>
> Error1error LNK2001: unresolved external symbol "class RecvTable 
> DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A)
> weapon_ak74.obj
>
>
> _
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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Tony "omega" Sergi
It's hotmail.

Everyone who uses hotmail on this list, screws up threads ;)
-Tony


On Wed, Aug 6, 2008 at 8:38 PM, Jeffrey botman Broome <
[EMAIL PROTECTED]> wrote:

> Øystein Dale wrote:
> >
> > BTW, I'm not sure if I'm replying to this mailing list correctly. The
> > address I'm sending to is [EMAIL PROTECTED] Can
> > someone confirm or correct this?
>
> hlcoders@list.valvesoftware.com is the correct email address.
>
> The threaded or not-threaded issue is more than likely due to which
> email client you use (some less-than-awesome email clients don't support
> threaded emails properly when replying to emails).  You are using
> "Reply" to respond to messages, right?
>
> --
> Jeffrey "botman" Broome
>
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-Tony
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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Jeffrey "botman" Broome
Øystein Dale wrote:
> 
> BTW, I'm not sure if I'm replying to this mailing list correctly. The
> address I'm sending to is [EMAIL PROTECTED] Can
> someone confirm or correct this?

hlcoders@list.valvesoftware.com is the correct email address.

The threaded or not-threaded issue is more than likely due to which 
email client you use (some less-than-awesome email clients don't support 
threaded emails properly when replying to emails).  You are using 
"Reply" to respond to messages, right?

-- 
Jeffrey "botman" Broome

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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Keeper
You are replying fine.

Just ignore him.

Keeper

-Original Message-
From: Øystein Dale [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, August 06, 2008 8:22 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Preprocessor Trouble

Never mind, it was a ghost error that went away by just copy/pasting the
code around a little. Silly stuff...
Anyway thanks for the great help.

BTW, I'm not sure if I'm replying to this mailing list correctly. The
address I'm sending to is [EMAIL PROTECTED]
Can someone confirm or correct this?


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[hlcoders] Preprocessor Trouble

2008-08-06 Thread Øystein Dale
Never mind, it was a ghost error that went away by just copy/pasting the code 
around a little. Silly stuff...
Anyway thanks for the great help.

BTW, I'm not sure if I'm replying to this mailing list correctly. The address 
I'm sending to is [EMAIL PROTECTED]
Can someone confirm or correct this?

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[hlcoders] Preprocessor Trouble

2008-08-06 Thread Øystein Dale
I suspect it is my fault. I reply to hlcoders at list.valvesoftware.com, is 
this wrong?
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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Nick
to you're own threads

On Wed, Aug 6, 2008 at 6:47 PM, Nick <[EMAIL PROTECTED]> wrote:
> four your replies
>
> On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote:
>> i keep getting new threads
>>
>> On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote:
>>> something is wrong
>>>
>>> On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote:
 Just got a new error:

 Error1error LNK2001: unresolved external symbol "class RecvTable 
 DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A)
 weapon_ak74.obj


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>>>
>>
>

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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Nick
four your replies

On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote:
> i keep getting new threads
>
> On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote:
>> something is wrong
>>
>> On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote:
>>> Just got a new error:
>>>
>>> Error1error LNK2001: unresolved external symbol "class RecvTable 
>>> DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A)
>>> weapon_ak74.obj
>>>
>>>
>>> _
>>> Med MSN på mobilen holder du deg oppdatert.
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>>> please visit:
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>>>
>>>
>>
>

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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Nick
i keep getting new threads

On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote:
> something is wrong
>
> On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote:
>> Just got a new error:
>>
>> Error1error LNK2001: unresolved external symbol "class RecvTable 
>> DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A)
>> weapon_ak74.obj
>>
>>
>> _
>> Med MSN på mobilen holder du deg oppdatert.
>> http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>

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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Nick
something is wrong

On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote:
> Just got a new error:
>
> Error1error LNK2001: unresolved external symbol "class RecvTable 
> DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A)
> weapon_ak74.obj
>
>
> _
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> visit:
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>
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[hlcoders] Preprocessor Trouble

2008-08-06 Thread Øystein Dale
Just got a new error:

Error1error LNK2001: unresolved external symbol "class RecvTable 
DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A)
weapon_ak74.obj


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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Tony "omega" Sergi
and that's your problem. It should be like this.

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK74, DT_WeaponAK74 )

the C and C_ gets tacked onto the beginning, and you also had
DT_CWeaponAK74, but everywhere else was using DT_WeaponAK74.



On Wed, Aug 6, 2008 at 7:16 PM, Øystein Dale <[EMAIL PROTECTED]>wrote:

> The offending line is this:
>
> IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 )
>

-- 
-Tony
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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Paul Peloski
IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 )
change to:
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK74, DT_CWeaponAK74 )

Note the missing C in CWeaponAK74 in my version. The _ALIASED macro adds the
C_ and C automatically

Regards,

Paul

On Wed, Aug 6, 2008 at 7:16 PM, Øystein Dale <[EMAIL PROTECTED]>wrote:

> //= Copyright (c) 1996-2005, Valve Corporation, All rights reserved.
> //
> //
> // Purpose:
> //
>
> //=//
>
> #include "cbase.h"
> #include "npcevent.h"
> #include "in_buttons.h"
>
> #ifdef CLIENT_DLL
>#include "c_hl2mp_player.h"
> #else
>//#include "grenade_ar2.h" //We dont have the nade
>#include "hl2mp_player.h"
>//#include "basegrenade_shared.h"
> #endif
>
> #include "weapon_hl2mpbase.h"
> #include "weapon_hl2mpbase_machinegun.h"
>
> #ifdef CLIENT_DLL
>#define CWeaponAK74 C_WeaponAK74
> #endif
>
> // memdbgon must be the last include file in a .cpp file!!!
> #include "tier0/memdbgon.h"
>
> /*
> #define SMG1_GRENADE_DAMAGE 100.0f
> #define SMG1_GRENADE_RADIUS 250.0f
> */
>
> class CWeaponAK74 : public CHL2MPMachineGun
> {
> public:
>DECLARE_CLASS( CWeaponAK74, CHL2MPMachineGun );
>
>CWeaponAK74();
>
>DECLARE_NETWORKCLASS();
>DECLARE_PREDICTABLE();
>
>
>voidPrecache( void );
>voidAddViewKick( void );
>
>//We wont need this yet
>//voidSecondaryAttack( void );
>
>intGetMinBurst() { return 2; }
>intGetMaxBurst() { return 5; }
>
>virtual void Equip( CBaseCombatCharacter *pOwner );
>
>boolReload( void );
>
>//Modified for VI, the rate for ak47u is 735/min (at most)
> 60/735=~0.082/sec between bullets
>
>floatGetFireRate( void ) { return 0.082f; }// 12.2 Hz
>
>ActivityGetPrimaryAttackActivity( void );
>
>virtual const Vector& GetBulletSpread( void )
>{
>//The SMG sprays enough?
>static const Vector cone = VECTOR_CONE_5DEGREES;
>return cone;
>}
>
>const WeaponProficiencyInfo_t *GetProficiencyValues();
>
> #ifndef CLIENT_DLL
>DECLARE_ACTTABLE();
> #endif
>
> protected:
>
>Vectorm_vecTossVelocity;
>floatm_flNextGrenadeCheck;
>
> private:
>CWeaponAK74( const CWeaponAK74 & );
> };
>
> IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) //<---Faulty
> line of code
>
> BEGIN_NETWORK_TABLE( CWeaponAK74, DT_WeaponAK74 )
> END_NETWORK_TABLE()
>
> BEGIN_PREDICTION_DATA( CWeaponAK74 )
> END_PREDICTION_DATA()
>
> LINK_ENTITY_TO_CLASS( weapon_ak74, CWeaponAK74 );
> PRECACHE_WEAPON_REGISTER(weapon_ak74);
>
>
> //---
>
> The above is my code
>
> The offending line is this:
>
> IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 )
>
>
> _
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[hlcoders] Preprocessor Trouble

2008-08-06 Thread Øystein Dale
//= Copyright © 1996-2005, Valve Corporation, All rights reserved. 
//
//
// Purpose: 
//
//=//

#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"

#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
//#include "grenade_ar2.h" //We dont have the nade
#include "hl2mp_player.h"
//#include "basegrenade_shared.h"
#endif

#include "weapon_hl2mpbase.h"
#include "weapon_hl2mpbase_machinegun.h"

#ifdef CLIENT_DLL
#define CWeaponAK74 C_WeaponAK74
#endif

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
 
/*
#define SMG1_GRENADE_DAMAGE 100.0f
#define SMG1_GRENADE_RADIUS 250.0f
*/

class CWeaponAK74 : public CHL2MPMachineGun
{
public:
DECLARE_CLASS( CWeaponAK74, CHL2MPMachineGun );

CWeaponAK74();

DECLARE_NETWORKCLASS(); 
DECLARE_PREDICTABLE();


voidPrecache( void );
voidAddViewKick( void );

//We wont need this yet
//voidSecondaryAttack( void );

intGetMinBurst() { return 2; }
intGetMaxBurst() { return 5; }

virtual void Equip( CBaseCombatCharacter *pOwner );

boolReload( void );

//Modified for VI, the rate for ak47u is 735/min (at most) 
60/735=~0.082/sec between bullets

floatGetFireRate( void ) { return 0.082f; }// 12.2 Hz

ActivityGetPrimaryAttackActivity( void );

virtual const Vector& GetBulletSpread( void )
{
//The SMG sprays enough?
static const Vector cone = VECTOR_CONE_5DEGREES;
return cone;
}

const WeaponProficiencyInfo_t *GetProficiencyValues();

#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif

protected:

Vectorm_vecTossVelocity;
floatm_flNextGrenadeCheck;

private:
CWeaponAK74( const CWeaponAK74 & );
};

IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) //<---Faulty line 
of code

BEGIN_NETWORK_TABLE( CWeaponAK74, DT_WeaponAK74 )
END_NETWORK_TABLE()

BEGIN_PREDICTION_DATA( CWeaponAK74 )
END_PREDICTION_DATA()

LINK_ENTITY_TO_CLASS( weapon_ak74, CWeaponAK74 );
PRECACHE_WEAPON_REGISTER(weapon_ak74);

//---

The above is my code

The offending line is this:

IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 )


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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Tony "omega" Sergi
Show us the offending lines.
It sounds like your network table declarations are wrong.

-Tony


On Wed, Aug 6, 2008 at 6:47 PM, Øystein Dale <[EMAIL PROTECTED]>wrote:

> I'm coding a weapon for the HL2MP, but I'm having serious issues with the
> preprocessor blocks. I'm getting the wrong blocks on both server/client
> project
>
> All the weapon .cpp files used in HL2MP lies in src\game_shared\hl2mp. The
> default weapons are fine, the preprocessor blocks are correct on both
> projects.
>
> However, in my file, weapon_ak74.cpp (Not a typo, it really is AK74) the
> preprocessor blocks are either reversed or both projects has the CLIENT_DLL
> as the active block.
> This means that when compiling i get several errors stating:
>
> Error C2653: 'C_CWeaponAK74' : is not a class or namespace nameg:\viral
> outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102
>
> and if I let it go all the way to the server build too:
>
> Error2error C2653: 'CCWeaponAK74' : is not a class or namespace
> nameg:\viral outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102
>
> Not sure if the last one is correct, the real name of the class is
> "CWeaponAK74" (without quotes of course).
>
> I've based the file on the weapon_smg1.cpp file, the standard HL2 SMG
>
> Thanks for any help in advance,
> Øystein
>
>
>
>
>
>
>
> _
> Med MSN på mobilen holder du deg oppdatert.
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>
>


-- 
-Tony
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[hlcoders] Preprocessor Trouble

2008-08-06 Thread Øystein Dale
I'm coding a weapon for the HL2MP, but I'm having serious issues with the 
preprocessor blocks. I'm getting the wrong blocks on both server/client project

All the weapon .cpp files used in HL2MP lies in src\game_shared\hl2mp. The 
default weapons are fine, the preprocessor blocks are correct on both projects.

However, in my file, weapon_ak74.cpp (Not a typo, it really is AK74) the 
preprocessor blocks are either reversed or both projects has the CLIENT_DLL as 
the active block.
This means that when compiling i get several errors stating:

Error C2653: 'C_CWeaponAK74' : is not a class or namespace nameg:\viral 
outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102

and if I let it go all the way to the server build too:

Error2error C2653: 'CCWeaponAK74' : is not a class or namespace name
g:\viral outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102   

Not sure if the last one is correct, the real name of the class is 
"CWeaponAK74" (without quotes of course).

I've based the file on the weapon_smg1.cpp file, the standard HL2 SMG

Thanks for any help in advance,
Øystein







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Re: [hlcoders] Bizarre prediction related "framerate" issue in new SDK

2008-08-06 Thread Janek
Hi again,

By the way, in case it helps those of you who are using HL2MP OB SDK, here
is what I did taking care of what Sergi explained and did for scratch SDK
(thank you very much once again Sergi). It is compiling fine and movement
are definitely more smooth but I really don't know if there is missing
variables or not:

 In hl2mp_player.cpp 
*After LINK_ENTITY_TO_CLASS( info_player_rebel, CPointEntity ); I have added
the following lines:*

void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void
*pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int
objectID )
{
   pRecipients->SetAllRecipients();
   pRecipients->ClearRecipient( objectID - 1 );
   return ( void * )pVarData;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );

BEGIN_SEND_TABLE_NOBASE( CHL2MP_Player, DT_HL2MPLocalPlayerExclusive )
   // send a hi-res origin to the local player for use in prediction
   SendPropVector(SENDINFO(m_vecOrigin), -1,
SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
   SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
//SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
SPROP_CHANGES_OFTEN ),
END_SEND_TABLE()

BEGIN_SEND_TABLE_NOBASE( CHL2MP_Player, DT_HL2MPNonLocalPlayerExclusive )
   // send a lo-res origin to other players
   SendPropVector(SENDINFO(m_vecOrigin), -1,
SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT,
SendProxy_Origin ),
   SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
   SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
SPROP_CHANGES_OFTEN ),
END_SEND_TABLE()

*And in IMPLEMENT_SERVERCLASS_ST(CHL2MP_Player, DT_HL2MP_Player) I have
added:*
   // Data that only gets sent to the local player.
   SendPropDataTable( "hl2mplocaldata", 0,
&REFERENCE_SEND_TABLE(DT_HL2MPLocalPlayerExclusive),
SendProxy_SendLocalDataTable ),
   // Data that gets sent to all other players
   SendPropDataTable( "hl2mpnonlocaldata", 0,
&REFERENCE_SEND_TABLE(DT_HL2MPNonLocalPlayerExclusive),
SendProxy_SendNonLocalDataTable ),

 In c_hl2mp_player.cpp 
*After LINK_ENTITY_TO_CLASS( player, C_HL2MP_Player ); I have added:*

BEGIN_RECV_TABLE_NOBASE( C_HL2MP_Player, DT_HL2MPLocalPlayerExclusive )
   RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
   RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
//RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
END_RECV_TABLE()
BEGIN_RECV_TABLE_NOBASE( C_HL2MP_Player, DT_HL2MPNonLocalPlayerExclusive )
   RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
   RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
   RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
END_RECV_TABLE()

*And in IMPLEMENT_CLIENTCLASS_DT(C_HL2MP_Player, DT_HL2MP_Player,
CHL2MP_Player) I have added:*
 RecvPropDataTable( "hl2mplocaldata", 0, 0,
&REFERENCE_RECV_TABLE(DT_HL2MPLocalPlayerExclusive) ),
 RecvPropDataTable( "hl2mpnonlocaldata", 0, 0,
&REFERENCE_RECV_TABLE(DT_HL2MPNonLocalPlayerExclusive) ),
Again I really have doubt on the fact there are missing variables or not.
Feel free to comment and add your 2cents especially if there's something
missing (yes again :-D).

J.


2008/8/6 Janek <[EMAIL PROTECTED]>

>  Hi,
>
> Few months ago, Sergi was giving this SDK from scrath. As Maurino I'm using
> HL2MP SDK and I have to say that even if Sergi said that it is exactly the
> same fix for HL2MP and we only have to do a copy/paste, till now I didn't
> succeed to do the right "copy/paste". For me it is definitely not as easy as
> mentioned by Sergi. If somebody in here succeed to do this copy/paste
> properly, I have to say i'm very very interested to konw what as to be done
> for HL2MP SDK.
>
> Thank you in advance.
>
> J.
> 2008/7/31 Leon Oskam <[EMAIL PROTECTED]>
>
> 'tis here:
>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23814.html
>>
>>   -Leon
>>
>>
>> On Tue, Jul 29, 2008 at 2:36 PM, Tobias Kammersgaard <
>> [EMAIL PROTECTED]> wrote:
>>
>> > Is this fix available anywhere?
>> > (I think I recall it being mentioned here earlier!?)
>> >
>> > /ScarT
>> >
>> >
>> > On 29/07/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>> > >
>> > > This is actually something i've fixed.
>> > > It has to do with the players network tables.
>> > >
>> > >
>> > > On Tue, Jul 22, 2008 at 2:26 PM, Tom Edwards <
>> [EMAIL PROTECTED]
>> > > >wrote:
>> > >
>> > > > I get something like this effect if I turn on multi-core features
>> that
>> > > > are disabled by default.
>> > > >
>> > > > Maurino Berry wrote:
>> > > > > Hi guys. After extracting the new OB sdk for hl2mp It felt as if I
>> > was
>> > > > > playing at something like 30fps although the net_graph said i was
>> > > > > getting 200.
>> > > > >
>> > > > > So after some research I realized it doesn't happen if you turn
>> > > > > prediction OFF (cl_predict 0)
>> > > > >
>> > > > >  Try going up 

Re: [hlcoders] Bizarre prediction related "framerate" issue in new SDK

2008-08-06 Thread Janek
Hi,

Few months ago, Sergi was giving this SDK from scrath. As Maurino I'm using
HL2MP SDK and I have to say that even if Sergi said that it is exactly the
same fix for HL2MP and we only have to do a copy/paste, till now I didn't
succeed to do the right "copy/paste". For me it is definitely not as easy as
mentioned by Sergi. If somebody in here succeed to do this copy/paste
properly, I have to say i'm very very interested to konw what as to be done
for HL2MP SDK.

Thank you in advance.

J.
2008/7/31 Leon Oskam <[EMAIL PROTECTED]>

> 'tis here:
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23814.html
>
>   -Leon
>
>
> On Tue, Jul 29, 2008 at 2:36 PM, Tobias Kammersgaard <
> [EMAIL PROTECTED]> wrote:
>
> > Is this fix available anywhere?
> > (I think I recall it being mentioned here earlier!?)
> >
> > /ScarT
> >
> >
> > On 29/07/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >
> > > This is actually something i've fixed.
> > > It has to do with the players network tables.
> > >
> > >
> > > On Tue, Jul 22, 2008 at 2:26 PM, Tom Edwards <[EMAIL PROTECTED]
> > > >wrote:
> > >
> > > > I get something like this effect if I turn on multi-core features
> that
> > > > are disabled by default.
> > > >
> > > > Maurino Berry wrote:
> > > > > Hi guys. After extracting the new OB sdk for hl2mp It felt as if I
> > was
> > > > > playing at something like 30fps although the net_graph said i was
> > > > > getting 200.
> > > > >
> > > > > So after some research I realized it doesn't happen if you turn
> > > > > prediction OFF (cl_predict 0)
> > > > >
> > > > >  Try going up to a wall with some detail on it and strafing left
> and
> > > > > right, and then turning cl_predict to 0 and do the same thing, I
> > think
> > > > > you'll notice the difference. Everything else in the game happens
> at
> > > > > the correct framerates though, including aiming around (turning)
> but
> > > > > the actual camera position seems to update very infrequently...
> > > > >
> > > > > Can anyone else see if they can detect this issue?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > -Tony
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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> please visit:
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>
>


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---
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Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon

2008-08-06 Thread Paul Peloski
Just to clarify, you only need to mark the *declaration *of a member
function virtual and only in the base class:

class X { public: virtual float f() { return 0; } };
class Y : public X { public: float f(); }; // 'virtual' can be omitted here

float Y::f() { return 1; } // 'virtual' is illegal here

Regards,

Paul

On Wed, Aug 6, 2008 at 6:32 AM, Ondřej Hošek <[EMAIL PROTECTED]> wrote:

> Provided that is the actual code...
>
> You will have to mark the CBaseCombatWeapon::AccuracyValues function as
> virtual (in both the header and the implementation). The AccuracyValues
> functions further down the line (i.e. the weapon-specific ones) do not
> have to be marked as virtual (but I doubt this will have any adverse
> effects).
>
> ~~ Ondra
>
> On 06.08.08 11:16 Uhr, Tom Leighton wrote:
> > http://forums.steampowered.com/forums/showthread.php?t=708384
> >
> > I believe this is his also, scroll down for the first indication he
> > wants help :P lol
> >
> > Code is posted on Page 2 IIRC
> >
>
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Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon

2008-08-06 Thread Ondřej Hošek
Provided that is the actual code...

You will have to mark the CBaseCombatWeapon::AccuracyValues function as 
virtual (in both the header and the implementation). The AccuracyValues 
functions further down the line (i.e. the weapon-specific ones) do not 
have to be marked as virtual (but I doubt this will have any adverse 
effects).

~~ Ondra

On 06.08.08 11:16 Uhr, Tom Leighton wrote:
> http://forums.steampowered.com/forums/showthread.php?t=708384
>
> I believe this is his also, scroll down for the first indication he
> wants help :P lol
>
> Code is posted on Page 2 IIRC
>

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Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon

2008-08-06 Thread Tom Leighton
http://forums.steampowered.com/forums/showthread.php?t=708384

I believe this is his also, scroll down for the first indication he 
wants help :P lol

Code is posted on Page 2 IIRC

Paul Peloski wrote:
> Probably easier if you post the relevant code. I read what you wrote twice
> and I still don't know how to help.
>
> Regards,
>
> Paul
>
> On Tue, Aug 5, 2008 at 8:45 PM, James C Lea <[EMAIL PROTECTED]> wrote:
>
>   
>> Hey guys,
>>
>> This issue has been plaguing me for a week.
>>
>> Anyways, in my dynamic crosshair code in "hud_crosshair.cpp" I cast
>> BaseCombatWeapon and then get the active weapon, which returns a float.
>> In my BaseCombatWeapon cpp file, I've just got a float that returns 0, and
>> in the basecombatweapon header file it's defined as a virtual float.
>> Finally, In my actual weapon_*.cpp file, I'm calling it as a standard
>> float and then this is where my complex code goes.
>>
>> It all works, except it never reads the induvidual weapon_*.cpp files that
>> would override the basecombatweapon. I'm not sure if I need to include it
>> in some #ifdef CLIENT_DLL.
>>
>> Thanks.
>>
>> ___
>> 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] CWeapon__ not overriding CBaseCombatWeapon

2008-08-06 Thread Paul Peloski
Probably easier if you post the relevant code. I read what you wrote twice
and I still don't know how to help.

Regards,

Paul

On Tue, Aug 5, 2008 at 8:45 PM, James C Lea <[EMAIL PROTECTED]> wrote:

> Hey guys,
>
> This issue has been plaguing me for a week.
>
> Anyways, in my dynamic crosshair code in "hud_crosshair.cpp" I cast
> BaseCombatWeapon and then get the active weapon, which returns a float.
> In my BaseCombatWeapon cpp file, I've just got a float that returns 0, and
> in the basecombatweapon header file it's defined as a virtual float.
> Finally, In my actual weapon_*.cpp file, I'm calling it as a standard
> float and then this is where my complex code goes.
>
> It all works, except it never reads the induvidual weapon_*.cpp files that
> would override the basecombatweapon. I'm not sure if I need to include it
> in some #ifdef CLIENT_DLL.
>
> Thanks.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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