Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
I'm guessing it's done the same way as HL1. I think its in const.h,
just copy one of the flags and make the number on it bigger

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Draco
Coder for Perfect Dark
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
Not sure how it was done in HL1 ...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 05, 2005 4:23 AM
Subject: Re: [hlcoders] m_fFlags Player Specific

I'm guessing it's done the same way as HL1. I think its in const.h,
just copy one of the flags and make the number on it bigger
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
search the code for the existing flags specifically, where they are #define 'd

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
...
#define FL_FAKECLIENT (18) // Fake client, simulated server side; don't
send network messages to them
// NOTE if you move things up, make sure to change this value  
#define PLAYER_FLAG_BITS 9
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client
.dll ) -- Can still be applied to players, though
#define FL_INWATER (19) // In water
...
#define FL_UNBLOCKABLE_BY_PLAYER (130)  -- last
Now if I wanted to add something would it start 131 132 etc ?
#define FL_RUNNING (131)
#define FL_WALKING (132)
etc etc
Would that work?
I do not believe there is anything that use those bits I specified above.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 05, 2005 11:27 PM
Subject: Re: [hlcoders] m_fFlags Player Specific

search the code for the existing flags specifically, where they are
#define 'd
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Ian Tyrrell
Do those bits exist in a 32-bit integer? (I'm assuming the flags are an
integer)
I'm assuming that shifting 32 bits in a 32 bit integer won't leave many
bits to represent your values...
r00t 3:16 wrote:
...
#define FL_FAKECLIENT (18) // Fake client, simulated server side; don't
send network messages to them
...
Now if I wanted to add something would it start 131 132 etc ?
#define FL_RUNNING (131)
#define FL_WALKING (132)
etc etc
Would that work?
I do not believe there is anything that use those bits I specified above.
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
Also, you can reuse values. In my MOD FL_RADARBLIP is the same as
FL_IMMUNEWATER, they arenm't used at the same time so it doesn't
effect each other.


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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
I was just getting ready to ask this and you had replied already...
Would the engine handle the below so I do not use something that is already
#defined?
#define FL_RUNNING (20)
#define FL_WALKING (21)

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 06, 2005 12:07 AM
Subject: Re: [hlcoders] m_fFlags Player Specific

Also, you can reuse values. In my MOD FL_RADARBLIP is the same as
FL_IMMUNEWATER, they arenm't used at the same time so it doesn't
effect each other.
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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RE: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Matt Boone
A 32 bit integer would be limited to the values (10) through (131).

(20) is not really a useful value, its the same as (11).

What you're doing here is taking the value 2 ( 0010 in binary ) and
shifting it 0 bits to the left.

(20) == 0010 in binary == (11)
(21) == 0100 in binary == (12)

If you need more flags for your entity, you can create a member variable
in the class to handle that and network it from there. In Source you are
not limited to the pev structure for things that can be automatically
networked.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Wednesday, January 05, 2005 9:31 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] m_fFlags Player Specific

I was just getting ready to ask this and you had replied already...

Would the engine handle the below so I do not use something that is
already #defined?
#define FL_RUNNING (20)
#define FL_WALKING (21)



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 06, 2005 12:07 AM
Subject: Re: [hlcoders] m_fFlags Player Specific


 Also, you can reuse values. In my MOD FL_RADARBLIP is the same as
 FL_IMMUNEWATER, they arenm't used at the same time so it doesn't
 effect each other.


 **
 Draco
 Coder for Perfect Dark
 http://perfectdark.game-mod.net

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
I'm pretty sure it will. Remeber that these flags can be any value
that fits into the flag variable(its a bit i think). check what can be
used as a bit

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Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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