Re: [hlcoders] bespoke mapcycle/list format

2009-02-25 Thread Sykes
Nice one ryan.. thx 2009/2/25 Ryan Sheffer darksk...@gmail.com You are in luck, the parsing is actually done in the function: void CMultiplayRules::GetNextLevelName( char *pszNextMap, int bufsize ) Its pretty straight forward, you will just have to add your extra searches to the while loop

[hlcoders] commands missing from dedicated server build

2009-02-25 Thread Michael Chang
Hey all The say command works on a listen server, and has worked with HL2DM dedicated. We've switched to scratch sdk. We've compiled a linux dedicated server... and no one can say anything with with the say command. The command is totally missing. Finally, we can actually use rcon say and that

Re: [hlcoders] commands missing from dedicated server build

2009-02-25 Thread Mark Chandler
The command is not missing, just linux is not linking right. Check my posts from 2 weeks ago on this very issue and a fix. Mark Michael Chang wrote: Hey all The say command works on a listen server, and has worked with HL2DM dedicated. We've switched to scratch sdk. We've compiled a linux

Re: [hlcoders] commands missing from dedicated server build

2009-02-25 Thread Arg!
no there is an issue with say commands on win32 as well. On Wed, Feb 25, 2009 at 9:23 PM, Mark Chandler lo...@iinet.net.au wrote: The command is not missing, just linux is not linking right. Check my posts from 2 weeks ago on this very issue and a fix. Mark Michael Chang wrote: Hey all

[hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Yorg Kuijs
Hey list, I have implemented a hitsound system now, with some help from here, although I'm not 100% sure, anyway when testing alone though I found out that the game crashes if it has to send the hitsound to an attacker that's not the player(mostly just the world, like hurting water). I fixed

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Emiel Regis
Hey, You could just dynamic_cast the entity it to CBasePlayer and check whether the pointer is NULL or not ;) Emiel Regis www.invision-games.com On Wed, 25 Feb 2009 15:51:15 -, Yorg Kuijs yorg.ku...@home.nl wrote: Hey list, I have implemented a hitsound system now, with some help from

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread James Gray
pBaseEntity-IsPlayer() On Feb 25, 2009, at 10:18 AM, Emiel Regis emiel_re...@o2.pl wrote: Hey, You could just dynamic_cast the entity it to CBasePlayer and check whether the pointer is NULL or not ;) Emiel Regis www.invision-games.com On Wed, 25 Feb 2009 15:51:15 -, Yorg Kuijs

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Yorg Kuijs
I have it looking like this now: CBasePlayer *pAttacker = ( CBasePlayer* )inputInfo.GetAttacker(); bool bAttackerIsPlayer = pAttacker-IsPlayer(); if ( pAttacker != this bAttackerIsPlayer inputInfo.GetDamage() 0 ) { CRecipientFilter filter; filter.AddRecipient(

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Ryan Sheffer
IsPlayer will always be valid, its set when a player entity is created and only for player ents. Only one other check I would suggest if you are using bots would be if the player is fake. On Wed, Feb 25, 2009 at 8:57 AM, Yorg Kuijs yorg.ku...@home.nl wrote: I have it looking like this now:

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Yorg Kuijs
Nope no bots, will try to remember though should there ever be some. Ryan Sheffer wrote: IsPlayer will always be valid, its set when a player entity is created and only for player ents. Only one other check I would suggest if you are using bots would be if the player is fake.

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-25 Thread Robert Urda
More problems. I was having an issue with my code base so I started with a clean copy of the HL2MP code, changed absolutely nothing except the bug fixes needed to get it to compile in VS 2008 and then added in the modified GetSequenceCycleRate() call in baseviewmodel_shared.h. Problem is that now