Bunny hopping in TFC could be done in several ways, you could do it the old
fashioned way, which was just jumping and strafing so you could gain
velocity. Or you could fire a rocket behind you so it'd push you forward and
then continue hopping along without losing speed.
Tweaking those values
I have catchall on my domain too.
Im getting about 100 of them per day too.
I dont have broadband so I cant afford to sit there and download ~30mb of
virus a day.
Maybe the person with klez will be the only one not receiving the viruses.
(because its likely that viruses dont send back to the
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How the heck do you create and delete entities without crashing half-life? (
I thought this was simple too)
I used valve's code as examples but no matter what combination of deleting a
freaking
Generally if its giving you crap about referencing memory at 0x
then its probably due to a null pointer or something. Might wanna start
doing checks to see if the entity is there if you're doing something to
it.
Example (bad):
CBaseEntity *pEnt = NULL;
pEnt =
I am trying to learn how the hitboxes are determined during the game.
Do a copy of the models need to reside on the server in order to correctly
read the hitboxes? Or are the hitboxes read from the client?
Thanks,
desNotes
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You are right, I remember a while ago , I made the weapons able to drop and
gave em a think function that would terminate after 30 seconds if no one
picked it up and respawn was turned off, but I forgot to turn this off after
someone picked it up, so when it terminated after they owned it.. they
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