Hey,
I encountered some problems with my code and would ask any of you for some
help.
I've been trying to implement a CTF mode lately on following basis:
-we got ctf_flag model entity that can be carried, gets you points,etc.
-we got ctf_flagspawn brush entity, which handles flag respawns,
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The ony place the CBlue pointer is is inside a comment so it doesn't exist,
and then it has a null value since it is not being initialized, so even if
you uncommented it your mod would crash.
There's a redefinition:
flagblue.h - class CFlagBlue
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you edit the code*
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: [hlcoders] Some problems
Hey,
I encountered some problems with my code and would ask any of you for some
help.
I've been trying to implement a CTF mode lately on following basis:
-we got ctf_flag model entity that can be carried, gets you points,etc.
-we got ctf_flagspawn brush entity, which
Dnia 05-03-2007 o 21:16:25 Mulchman [EMAIL PROTECTED] napisał(a):
It looks like you're using the traditional ifndef/define/endif block
wrong.
It should be
#ifndef SOME_STUFF_H
#define SOME_STUFF_H
// class definition here
#endif // SOME_STUFF_H
Yours is
#ifndef SOME_STUFF_H
#define
There's a redefinition:
flagblue.h - class CFlagBlue : public CItem
flagblue.cpp -class CFlagBlue : public CItem again
When I try using 'class CFlagBlue' alone in one of files I get the same
error again. I might be stupid, but it's how it's set in other header
files and they work all ok :/
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Keep it inside the .h, the new class variables and functions you create in
the cpp move them to the h. Plus fix that ifdef problem.
I'd delete the if #hl2mp and their endifs since they are most likely useless
on your code.
You must have seen a
Still no luck... I haven´t changed anything (only steam has been
updated) and whenever I try to debug get always this output (the mod
doesn't even start):
AppFramework : Unable to load module engine.dll!
Unable to load interface VEngineCvar003 from engine.dll'hl2.exe':
Unloaded 'C:\Archivos de
Thank you for your reply!
I´ll give it a try. I have tryed all but running a release build in
VS. However, I don´t understand why the memory bug only happens
running it in steam.
;)
2005/10/27, Adam amckern Mckern [EMAIL PROTECTED]:
It sounds like its a bug in your code.
Run the mod via a
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If there are any syntactical errors, they should be picked up by the
compiler, shouldn't they?
On 28/10/05, Ignacio Martín [EMAIL PROTECTED] wrote:
Thank you for your reply!
I´ll give it a try. I have tryed all but running a release build in
As default, PCH (Pre Complied Headers) are on. These
put all the header files into a projectname.PCH file,
and some times dont update when you complie.
The idea of the PCH is a partialy complied header file
set (much like a .lib), to help speed the complier,
and linker up.
Thats why i said what
I don´t can´t remember exactly how long I´ve been experiencing this
problem, but I try to explain it.
Whenever the mod is launched (it doesn´t matter if it is debbuging
from VS2003 or from steam) the painting of the menu and console and
other gui elements (before loading) seems to be quite slow.
I don´t can´t remember exactly how long I´ve been experiencing this
problem, but I try to explain it.
Whenever the mod is launched (it doesn´t matter if it is debbuging
from VS2003 or from steam) the painting of the menu and console and
other gui elements (before loading) seems to be quite slow.
It sounds like its a bug in your code.
Run the mod via a relase build in VS (same as debug
but wont be laggy), and when the memory bug comes up,
the debugger should dump you into the code, other
wise, there might be a debug box that will come up
where you can enter into the debugger.
With your
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