PROTECTED] On Behalf Of Josh Rehm
Sent: Saturday, February 23, 2008 4:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Think() documentation
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What code samples?
The ones you have in your post, alternating every second between
, February 23, 2008 4:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Think() documentation
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What code samples?
The ones you have in your post, alternating every second between which
messages are going to the console :)
On Sat, Feb
Thanks Josh. I've added the updated article to VDC:
http://developer.valvesoftware.com/wiki/Think() .
I know there is a DATADESC macro to define a Think function, DEFINE_THINKFUNC.
I'm not sure of what it gains you, however, and from what I've been able to
tell everything works fine without
: Re: [hlcoders] Think() documentation
Thanks Josh. I've added the updated article to VDC:
http://developer.valvesoftware.com/wiki/Think() .
I know there is a DATADESC macro to define a Think
function, DEFINE_THINKFUNC. I'm not sure of what it gains
you, however, and from what I've been able
the game. Datadescs
implement entity serialization.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tom Edwards
Sent: Saturday, February 23, 2008 1:50 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Think() documentation
AFAIK DATADESC is for saving games. The game can go through all the
entities and see if they have a DATADESC, and as such save the values
into the save file. When the game is loaded up again, it can repopulate
that class with its correct values. (Hence why HL2MP_Player doesnt have
one -- or does,
Well, that makes a lot more sense than a repository of definitions for
a class’s data and function members that allows the engine to link,
save/restore and otherwise understand the intention of those members!
Thanks.
Funny what happened to the text: those links were all inline when I sent
it,
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Some good info. I learned a bit from it. I am by no means a professional
(anything), so take my comments with a grain of salt! This is all just my
own little opinion.
I can't speak for everyone, but to me it would seem like anyone who
Found out about GetLastThink(). Again - any mistakes?
GetLastThink()
A utility function that returns the time of the entity’s last think as a
floating point value.
float dt = gpGlobals-curtime - GetLastThink();
SetAltitude( m_flAltitude + m_flBarnaclePullSpeed * dt );
This real-world
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