Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
I'd make a variable in the player class called int_Rounds (or something clever) and then make a custom trigger, that could be called Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then in the Touch

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Olly
Just FYI there is: CBaseEntity::IsPlayer() 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk I'd make a variable in the player class called int_Rounds (or something clever) and then make a custom trigger, that could be called Trigger_Checkpoint. Then make a variable in the

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
Well, he has to cast to a player point anyways, although I agree, CBaseEntiy:IsPlayer() followed by a static_cast() should be much faster than a dynamic_cast() - Original Message - From: Olly oli...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Ryan Sheffer
The point is more that casting every entity that passes through the trigger to the player isn't smart coding, but in this case, the only ent passing through the trigger will probably be players. Skidz (Ryan) On 29-Apr-09, at 11:10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Well,