Re: [hlcoders] RGB colors

2002-03-11 Thread Christopher Long

well lets take a look at it
the values were 5, 5, 25.5

now the colour index goes from 0 to 255 so the largets range is 255.
now if 25.5 is the largest found value they used one can assume that 25.5 *
10 = 255 which is the largest index from 0-255 in the colour index.

- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 11:30 AM
Subject: RE: [hlcoders] RGB colors


 And where in pray tell is this in the code ?
 How would one know it is such?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways
 Sent: Sunday, March 10, 2002 7:31 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] RGB colors


 Multiply by 10

 50,50,255
 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, March 10, 2002 11:36 PM
 Subject: [hlcoders] RGB colors


  Folks,
 
  Can someone shed some light on my ignorance here, looking at the
  client.dll I notice that 5, 5, 25.5 is being supplied to the
  R_BeamEntPoint() function.
 
  What is the conversion for the above RGB?
  And how is that conversion done?
 
  -Ron
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Re: [hlcoders] RGB colors

2002-03-11 Thread Paul 'MoOg' Samways

Yup. It just seemed fairly obvious.

- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 7:32 AM
Subject: Re: [hlcoders] RGB colors


 --
 [ Picked text/plain from multipart/alternative ]
 I dunno know about him but it seems like common sense to me.

 - Original Message -
 From: Yacketta, Ronald
 Sent: Sunday, March 10, 2002 8:33 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] RGB colors

 And where in pray tell is this in the code ?
 How would one know it is such?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways
 Sent: Sunday, March 10, 2002 7:31 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] RGB colors


 Multiply by 10

 50,50,255
 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, March 10, 2002 11:36 PM
 Subject: [hlcoders] RGB colors


  Folks,
 
  Can someone shed some light on my ignorance here, looking at the
  client.dll I notice that 5, 5, 25.5 is being supplied to the
  R_BeamEntPoint() function.
 
  What is the conversion for the above RGB?
  And how is that conversion done?
 
  -Ron
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Re[2]: [hlcoders] NULL player problem

2002-03-11 Thread Cruise

-BEGIN PGP SIGNED MESSAGE-
Hash: MD5

 Now there are a few other things i have thought of and taken into
 consideration and i dunno if these may affect it in anyway but i better
 mention it. I changed the default spawn behavior and made an extra variable
 called b_canrespawn this way while players were rechoosing equipment etc
 they remained dead to the world and spectators etc had this set too. In the
 player::prethink i then changed the line that was something like
if(deadflag = dead_no) or something to if(b_canrespawn  deadflag =
 dead_no)
 although i am sure that doesn't effect it in any way.
[snip]
 But the next thing i am going to mention makes it appear real funny.
 Once i reset the round in the gamerules function all players that
 disconnected don't then effect it at all :/ it only seems to effect the
 current round and i have looked at it many times and can't see the problem
 so i'll post some stuff here.
 in the round restart it just does
[snip]
 cbaseplayer *plr = NULL;
 for(int i = 1; i = gpglobals-maxclients; i++)
 {
 remove from spectator mode;
 put player in observer mode;
 show plr vgui equipment menu;
 }

First impressions here is that the disconnected could be getting stuck
in spectator mode, or some kind of mishmash of alive/spectator...

However, we had a similar problem with The Opera in our rounds where
ClientDisconnect wasn't actually called for all disconnects.

Also, wasn't there a thread on here a while back about player
structures being cached on a disconnect? And so a simple IsNull
check wouldn't return false even tho' the player had left the game.


Hope one of those are of use...

[ Cruise / www.casual-tempest.net ]

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Re: Re[2]: [hlcoders] NULL player problem

2002-03-11 Thread Christopher Long

actually now that you mention it i may have a problem with not removing them
from spectator mode correctly hmm with what your saying and how they are
getting locked in it if it can indeed happen then i think you may have
solved my problem.

That or you reckon a isNull check on the player in the gamerules check eh?

Anyways i'll give it a belt and get back to you :) thanks for taking the
time to reply.
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Christopher Long [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 11:10 PM
Subject: Re[2]: [hlcoders] NULL player problem


 -BEGIN PGP SIGNED MESSAGE-
 Hash: MD5

  Now there are a few other things i have thought of and taken into
  consideration and i dunno if these may affect it in anyway but i better
  mention it. I changed the default spawn behavior and made an extra
variable
  called b_canrespawn this way while players were rechoosing equipment etc
  they remained dead to the world and spectators etc had this set too. In
the
  player::prethink i then changed the line that was something like
 if(deadflag = dead_no) or something to if(b_canrespawn  deadflag =
  dead_no)
  although i am sure that doesn't effect it in any way.
 [snip]
  But the next thing i am going to mention makes it appear real funny.
  Once i reset the round in the gamerules function all players that
  disconnected don't then effect it at all :/ it only seems to effect the
  current round and i have looked at it many times and can't see the
problem
  so i'll post some stuff here.
  in the round restart it just does
 [snip]
  cbaseplayer *plr = NULL;
  for(int i = 1; i = gpglobals-maxclients; i++)
  {
  remove from spectator mode;
  put player in observer mode;
  show plr vgui equipment menu;
  }

 First impressions here is that the disconnected could be getting stuck
 in spectator mode, or some kind of mishmash of alive/spectator...

 However, we had a similar problem with The Opera in our rounds where
 ClientDisconnect wasn't actually called for all disconnects.

 Also, wasn't there a thread on here a while back about player
 structures being cached on a disconnect? And so a simple IsNull
 check wouldn't return false even tho' the player had left the game.


 Hope one of those are of use...

 [ Cruise / www.casual-tempest.net ]

 -BEGIN PGP SIGNATURE-
 Version: 2.6

 iQCVAwUAPIysvvdi0Z5STRufAQGmZgP/d2CuvtyOZf+uCx/2HkyfF2nmXLuKPwAP
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 lL24QS++V8E5vAM+ahiDgDFkz64eS18sxoan6dNv/JMtwKKW2Ifc357diT6tHmFQ
 re39w5r91dI=
 =AHVt
 -END PGP SIGNATURE-

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Re: [hlcoders] RGB colors

2002-03-11 Thread botman

 Maybe to someone who has used RGB in that format before yes, but I have
 never used/seen it that way until I started to muck with certain functions
 client side.

 I am sure there are numerous things that were not so obvious at first to
 you, but now are rather obvious.

I agree.  Looking at most of the network messages (TE effects), it's common to
see time values in 1/10ths of a second.  For example, in common\const.h...

// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)

...but color is usually represented as bytes...

// byte,byte,byte (color)

...for OpenGL stuff it's not uncommon to have color represented as floating
point values between 0.0 and 1.0, but you can usually tell this when the
function name ends in 'f' like glColor3f().

Seeing values like (5, 5, 25.5) would lead me to believe the color values were
floating point (due to the 25.5) but the only way you would know that these
were scaled down by a factor of 10 would be through experimentation (or if this
fact had been clearly indicated in the comments in the r_efx.h header file,
which it is not).

Jeffrey botman Broome

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RE: RE: [hlcoders] RGB colors

2002-03-11 Thread Yacketta, Ronald

I asked that question myself, but could find no real value/reason for it
*shrug*


 -Original Message-
 From: Jim Hunter [mailto:[EMAIL PROTECTED]]
 Sent: Monday, March 11, 2002 10:25
 To: [EMAIL PROTECTED]
 Subject: Re: RE: [hlcoders] RGB colors


 There must be something I'm missing... Why would you want to
 use a float to store RGB values??  Is there some advantage to
 doing it this way?


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[hlcoders] HUD saytext.cpp question

2002-03-11 Thread botman

So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...

   PlaySound( misc/talk.wav, 1 );

...I don't see a misc directory in the sound directory of the
valve\pak0.pak file.  Also, since the valve directory doesn't have a sound
directory, that file doesn't exist on my machine.

The cstrike folder does contain a sound\misc\talk.wav file that just contains
the mike off click.  But why would you want to play a mike off click when
someone sends a TEXT message???

P.S. I like the name of this function...

EnsureTextFitsInOneLineAndWrapIfHaveTo( i );

...it's pretty easy to tell what it does without even looking at the code.  :)

Jeffrey botman Broome


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RE: [hlcoders] RGB colors

2002-03-11 Thread Yacketta, Ronald

Glad to see I am not the only one that was (at first) miffed by
this gross oversight in documentation ;)

-Ron


 -Original Message-
 From: botman [mailto:[EMAIL PROTECTED]]
 Sent: Monday, March 11, 2002 10:58
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] RGB colors


  Maybe to someone who has used RGB in that format before
 yes, but I have
  never used/seen it that way until I started to muck with
 certain functions
  client side.
 
  I am sure there are numerous things that were not so
 obvious at first to
  you, but now are rather obvious.

 I agree.  Looking at most of the network messages (TE
 effects), it's common to
 see time values in 1/10ths of a second.  For example, in
 common\const.h...

 // byte (frame rate in 0.1's)
 // byte (life in 0.1's)
 // byte (line width in 0.1's)
 // byte (noise amplitude in 0.01's)

 ...but color is usually represented as bytes...

 // byte,byte,byte (color)

 ...for OpenGL stuff it's not uncommon to have color
 represented as floating
 point values between 0.0 and 1.0, but you can usually tell
 this when the
 function name ends in 'f' like glColor3f().

 Seeing values like (5, 5, 25.5) would lead me to believe the
 color values were
 floating point (due to the 25.5) but the only way you would
 know that these
 were scaled down by a factor of 10 would be through
 experimentation (or if this
 fact had been clearly indicated in the comments in the
 r_efx.h header file,
 which it is not).

 Jeffrey botman Broome

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RE: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-11 Thread Stuart Walsh



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Persuter
 Sent: 10 March 2002 07:55
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] OT: what do langauge microsoft use for their
 apps?


 /me notes that it seems unlikely that MS would use any type of MFC stuff
 in their programs. Why in the world would you use generalized libraries
 when you can knock on the next office and get the source?

Check SPY+ on a few MS apps.. You'll be surprised.  Visual Studio uses MFC
heavily for a start.

 And Gollum, indeed I had noticed that VB5 and VB6 are light years ahead
 of the early stuff. Very nice for simple database applications, good SQL
 stuff. Kudos. :)

The easiest way to tell is to run SPY+ and look at the class names.  MFC
stuff has random ids attached to the name, whereas stright API classes are
plain names like Edit and listbox.  Also, Delphi/CBuilder stuff has
names such as TApplication and TButton.  As for VB, i'm not sure, but I
guess they have different names too.

Cry0Gem



  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of Simon Rose
  Sent: Friday, March 08, 2002 12:33 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] OT: what do langauge microsoft use for their
 apps?
 
  I read in a book about someone who was trying to write a toolbar like
  Microsoft's (this was some time back), so they used that Spy tool on
 one
  of
  Microsoft's products to intercept the messages expecting MFC type
 stuff or
  similar going on. They found nothing of the sort and summised
 (correctly I
  feel) that MS wrote quite a lot of their UI from the ground-up.
 
  I doubt they would have used VB for this, but I'm open to it being
  possible.
 
  Simon
 
  PS: I wish MS would provide most of the standard UI elements (such as
  power
  toolbar, menu and docking windows a la InterDev etc) in their
 developer
  products, that way we wouldn't have to spend the first 30% of our time
  trying to be like them, only for the other 70% of our time trying not
 to
  be
  like them!
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]]On Behalf Of Pat Magnan
  Sent: 08 March 2002 09:39
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] OT: what do langauge microsoft use for their
  apps?
 
 
  Ok, how dumb of me earlier. I ran all the .exes through the dependency
  walker that comes with Visual Studio.
 
  A VB App (any that I've ever seen, are all dependent on:
  MSVBVM50.DLL
  which in turn depends on stuff like GDI, Kernell, etc type dlls
 
  An MFC App would have MFC42 dll in its dependency tree, then GDI and
  kernell etc.
 
  For Office (for example), I see neither of those. I see WWINTL32.DLL
  (don't know what this is) and MSO97.DLL (likely just a library of
  common code for office), but no VB runtime or MFC42 anywhere in there.
 
  Therefore, if I had to make a semi-educated guess, I'd say that office
  is written (office 97 is what I have, so this is a little dated)
  entirely in C, no MFC, could be C++, but it's likely that it's using
  straight Win32 API calls for the GUI.
 
  Oops, sorry about the WAG I made earlier ;)
 
  That's a great tool for remembering what to ship sort of complex
  products, I always have it in my 'send to' menu, so I can make sure
  that our distribution folks never forget to include a .dll or whatever
  on a CD ;)
 
  
   Maybe they wrote them in Delphi
  
  
--- Florian Zschocke [EMAIL PROTECTED] wrote: 
   Simon Rose wrote:

 It always did my
 noodle that something could compile itself, if you
see what I mean. Cool
 though.
   
It's called bootstrapping and every compiler does
it. You have to
start at machine level somewhere, tho, unless you're
cross-compiling (which is what is usually done).
   
   
 I would hope they don't use VB for anything.
Sorry, but imho, I don't think
 VB is up to the job.
   
AFAIK the UIs are in VB.
   
   
Florian.
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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread Cortex

I noticed that... When I was *only* a player (and not a coder), I noticed
that
I got some 'Unable to open file misc/talk.wav' at the console. I wondered
what
was the cause of this message but I didn't find any answer...

When I *became* coder, I commented out the 'PlaySound(misc/talk.wav);'
line not
to have this message at the console.

I think this line is there to play a sound (like a chime) to indicate that a
new
message has been received (a chat message for example). A similar sound is
played in Wolfenstein when you get a new chat message... It indicates you
that
you _have_ to look at your message list...

Only my thought :)

  - Cortex : mapper  coder www.hlalbator.fr.st


- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 5:22 PM
Subject: [hlcoders] HUD saytext.cpp question


So I was working on getting the client.dll to compile, link, and run using
the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...

   PlaySound( misc/talk.wav, 1 );

...I don't see a misc directory in the sound directory of the
valve\pak0.pak file.  Also, since the valve directory doesn't have a sound
directory, that file doesn't exist on my machine.

The cstrike folder does contain a sound\misc\talk.wav file that just
contains
the mike off click.  But why would you want to play a mike off click when
someone sends a TEXT message???

P.S. I like the name of this function...

EnsureTextFitsInOneLineAndWrapIfHaveTo( i );

...it's pretty easy to tell what it does without even looking at the code.
:)

Jeffrey botman Broome


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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread Commando

At 10:22 AM 11/03/2002 -0600, you wrote:
So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...

PlaySound( misc/talk.wav, 1 );

...I don't see a misc directory in the sound directory of the
valve\pak0.pak file.  Also, since the valve directory doesn't have a sound
directory, that file doesn't exist on my machine.

The cstrike folder does contain a sound\misc\talk.wav file that just contains
the mike off click.  But why would you want to play a mike off click when
someone sends a TEXT message???

We added this file into our mod so that the user would get an audible
notice when someone sends a message.  It is just a stupid reminder, but
then you know to read the text coming in ;) I am not sure why valve doesn't
use it, probably some old code, maybe they had the file in one of their
earlier pak files and decided later that it wasn't needed, so removed the
file, but forgot the code?

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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I noticed the same thing a while, ago first playing PVK, in fact I thought my PVK 
release was fexed until I found the error in some other mods too.  I am going to just 
assume old code, maybe something they used in debugging speech/sound that they forgot 
to remove on release; fortunately, it's  a nice slip-up (assuming that's what it is) 
because it allows you to add notification in your mod which might be useful if you are 
giving commands of course then again why not use wav files for commands... Aww screw 
it, I give up!!

- Lakario

- Original Message -
From: botman
Sent: Monday, March 11, 2002 11:24 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] HUD saytext.cpp question

So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...

   PlaySound( misc/talk.wav, 1 );

...I don't see a misc directory in the sound directory of the
valve\pak0.pak file.  Also, since the valve directory doesn't have a sound
directory, that file doesn't exist on my machine.

The cstrike folder does contain a sound\misc\talk.wav file that just contains
the mike off click.  But why would you want to play a mike off click when
someone sends a TEXT message???

P.S. I like the name of this function...

EnsureTextFitsInOneLineAndWrapIfHaveTo( i );

...it's pretty easy to tell what it does without even looking at the code.  :)

Jeffrey botman Broome


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[hlcoders] EV_FindModelIndex (when to call)

2002-03-11 Thread Richard Taylor

Hi,

When is it valid to call   gEngfuncs.pEventAPI-EV_FindModelIndex   from the
client.
I seem to remember something about the gEngfuncs.pEventAPI functions only
being valid during an event callback.
If so what is the correct way to get model/sprite indices on the client when
not in an event.

rich

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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread [DRP]Avatar-X

I hate HL DM because it doesn't play a beep when someone talks, prompting you to look
down at the speech.

I immedialty placed the sound in a misc\ dir in my Valve folder for when I play HLDM
-av

Nicemice wrote:

 PlaySound( misc/talk.wav, 1 );

 is an old Quake1 dinasour. ID called their New Message Notify Sound
 talk.wav too and stored it in the sound/misc directory(.pak file).

 cu
 Nicemice
 www.creativelevels.de/spy - Spy  Assassinate -

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--
-
[DRP]Avatar-X
SillyZone Homepage: www.thesillyzone.com
SillyZone Forums: forum.thesillyzone.com
My Homepage: www.cyberwyre.com


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