Hi all
This has been brought up before and I don't think the details of fixing it
has ever been fully disclosed. I think I'm running exactly into this problem
as described by Tony Sergi from 2007
http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/6392737.html
Hey guys, I'm
Hey list,
maybe a stupid question but don't know whats wrong..
My mod uses round based play, so besides a Maptime it has roundtime as
well, I copied the maptimeremaining function and so have a
roundtimeremaining function, works FINE.
But now I have a float(can be an int too) to start
Actually, \n is LF, not CR, \r is CR (Carriage Return), also the ASCII code
13, same code for the 'enter' key.
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Don't use == for time comparations, because you won't call the function at
the EXACT time always.
Better use this:
if ( GetRoundRemainingTime() = flStartSuddenDeathSound )
{
// play sound and enable flag so the sound doesn't get repeated
}
On Tue, Dec 16, 2008 at 3:36 PM, Yorg Kuijs
Heh, well got it working now, thanks!
Rodrigo 'r2d2rigo' Diaz wrote:
Actually, you'd be surprised how common that error is. I fell on it some
time ago, too :)
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You checked cl_predictionlist 1 to see that the weapon was being predicted?
The time is supposed to go back on the client. It stores all
predicted values over a period of time. When it goes back in time, it
restores the values to what they were at that time. If you have a
value that is
Actually, you'd be surprised how common that error is. I fell on it some
time ago, too :)
On Tue, Dec 16, 2008 at 3:56 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
I thought so, but weird thing is that 30 always works the first time. oh
well, I'll go do that then!
Should have thought of it...
My guess is that you're running into precision issues when you are comparing
the two floats, and that GetRoundRemainingTime() isn't returning exactly 35
or 40 or whatever.
What happens if you try:
if( GetRoundRemainingTime() = flStartSuddenDeathSound )
?
-Mack
On Tue, Dec 16, 2008 at 9:36 AM,
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