Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-17 Thread David Buckley
Thanks for all your help so far. I've added private EHANDLEs wherever I want to record the weapon used (the RPG's missile was a little more convoluted). It works for all weapons except the combine ball's OnHitEntity. NPCs don't appear to take damage in the usual way from the combine ball; it looks

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-16 Thread Tony "omega" Sergi
grenades/rpg do it via RadiusDamage. and the combine ball does it from it's function "OnHitEntity". combine ball for all three of them, just add an EHANDLE to the objects and add a setter function. eg: //inside DelayedAttack && FireNPCSecondaryAttack CPropCombineBall *pBall = // Fire the combine ba

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-16 Thread David Buckley
Fantastic, thank you. Adding SetWeapon in FireBullets and in other places such as weapon_crossbow.cpp and basebludgeonweapon.cpp works. However, there are three weapons which still aren't caught properly: the SMG's grenade, the AR2's energy ball and the RPG's missile. While the prop_combine_ball se

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-14 Thread Tony "omega" Sergi
Oh, and adding to it; you can do it the same way the gamerules determines what weapon is used to cause damage for the deathnotice. the pointer doesn't need to be set for that, because it checks the player who fired it. of course.. this is assuming you're doing multiplayer and not wanting to know wh

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-14 Thread Tony "omega" Sergi
the only time it's ever populated is if the weapon doing the damage actually sets it while constructing the damage info. default code, ie: single player, does not afaik. (look at FireBullets) On Sun, Dec 14, 2014 at 12:48 AM, David Buckley wrote: > > Hi, > > I've been trying to record the weapon