Yes, changing code in weaponinfo.h would require an engine recompile for
which you have no source.
-scott
- Original Message -
From: "Chris Glein" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 17, 2002 12:28 PM
Subject: [hlcoders] Extending weapon_data_t
> I'm trying
Any ideas to aid in tracking this down "Netchan_Transmit: Unreliable
would overfow, ignoring" it is causing major lag etc..
-Ron
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You can't change weapon_data_t. You need to use the user fields for
what you're doing. This is exactly why they exist.
> -Original Message-
> From: Chris Glein [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, March 17, 2002 10:59 AM
> To: [EMAI
> Can't you use the user fields that already exist in weapon_data_t?
I can, yes. And if the weapon_data_t structure can't be edited, that's what
I'll do.
I just find it odd that you have some extremely weapon-specific members like
m_flPumpTime in the weapon_data structure, but it seems like you c
> I'm trying to add some information that I want to encode and send over to
> the client by storing it in the weapon_data_t structure.
Can't you use the user fields that already exist in weapon_data_t?
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I'm trying to add some information that I want to encode and send over to
the client by storing it in the weapon_data_t structure. You know, that
struct that holds stuff like m_iId, m_iClip, m_flTimeWeaponIdle, etc. and is
sent over with the local_state struct.
Well, if I try to do this, and add
> I think you could use pPlayer->pev->punchangle ( .x for upside and down,
.y for horizontal)
If I'm not mistaken, punchangle is only an offset to the view angle, so it
won't change the orientation of the player model in space. Thanks for the
suggestion, though.
I've finally found (after a coup
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anyone got the code for it laying around :/ ? I'm talking not of the sdk 1.0 one but
the 2.0 style one with added vgui scrollbar AND voice comms column. I know i've seen
it somewhere before so an
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Okay I responded to this one instead of yours Chris cuz I never got yours cuz hlcoders
list kicks me out of the circulation every now and then.
No problem though, anytime.
- Original Message -
From: _Phantom_
Sent: Sunday, March 17, 20
http://coding.valve-erc.com
The Coding Collective also has an online reference of all the SDK docs,
along with some other articals that might be intresting
- Original Message -
From: "Christopher Long" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 17, 2002 10:07 AM
Subj
thanks a whole bunch nathan :) Maybe on next release of the sdk it would be
wise to make the docs part of the source only download or a downloadable
documentation file? Unless there was already one and i missed it.
I got my sdk from valve erc.
anyways thanks again nathan.
- Original Message
heh i don't need that many i was just more or less curious what they were so
i could write them down somewhere for future reference. O and btw where did
you find these limitations from? One of the documents or what?
- Original Message -
From: [DRP]Avatar-X <[EMAIL PROTECTED]>
To: <[EMAIL P
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I think you could use pPlayer->pev->punchangle ( .x for upside and down, .y for
horizontal)
- Cortex : mapper & coder www.hlalbator.fr.st
- Original Message -
From: Jim Hunter
To:
The engine limits are there for a reason.
I've hit pretty much every one of them... and every time i think "Dammit, what a stupid
limit" but in retrospect it makes me redesign my map/model/sound/code/whatever so that
it will fit in the limits.
If there were no precache limit people would have a
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