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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
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 ___ 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
... #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 ___ 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
Re: [hlcoders] m_fFlags Player Specific
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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
RE: [hlcoders] m_fFlags Player Specific
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
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 ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders