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
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
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:
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,
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