Re: [hlcoders] Debugging

2001-11-12 Thread Varlock
http://www.planethalflife.com/wavelength/coding/tutorials/34.htm There is another (easier to follow - read: screenshots) version of the tutorial by someone, but for the life of me I can't find it right now... - Varlock - Original Message - From: C. Graves [EMAIL PROTECTED

Re: [hlcoders] VALVe: GMAX?

2001-12-17 Thread Varlock
is what we're wondering if Valve will do. I think it costs a bit of cash to make these addons though. But,if Valve makes one of these addons, people can use GMax to make models for Half-Life (and mods). - Varlock - Original Message - From: [DRP]Avatar-X To: [EMAIL PROTECTED

[hlcoders] Server/Client CVAR Problems

2001-12-21 Thread Varlock
r. I messed around with it for awhile and rewrote the code to use #ifdef CLIENT_DLL and such, but the best I could do was actually have it fire under water but none of the effects would play. Of course... client side weapons. I think that's what's causing the problem. So the question is, how can I access my CVAR on the client? - Varlock

Re: [hlcoders] Server/Client CVAR Problems

2001-12-21 Thread Varlock
Unfortunately, I can't use gEngfuncs in shotgun.cpp or crossbow.cpp because it isn't defined. If I try to include the correct header (hud.h or cl_dll.h), then I get a whole bunch of errors. Any ideas on how I would be able to use gEngfuncs here? - Varlock - Original Message - From

Re: [hlcoders] Server/Client CVAR Problems

2001-12-21 Thread Varlock
definition alone, but I haven't had much luck. - Varlock - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 21, 2001 10:47 PM Subject: Re: [hlcoders] Server/Client CVAR Problems #ifdef CLIENT_DLL #include header #endif -omega Blackened

Re: [hlcoders] Server/Client CVAR Problems

2001-12-22 Thread Varlock
Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - From: Varlock [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 22, 2001 1:50 AM Subject: Re: [hlcoders

Re: [hlcoders] Global functions

2001-12-29 Thread Varlock
Put it in CHalfLifeMultiplay since it's the base gamerule for all the others and if you declare the function as virtual, it will work in all the inherited classes. If that doesn't work for you, make a global function. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To:

Re: [hlcoders] world.cpp Keyvalues

2001-12-30 Thread Varlock
unless it detects the defaultctf keyvalue in which case it sets the cvar to be the value read from worldspawn. I didn't really understand what the rest of your original message was about, so maybe I'm way off track. - Varlock - Original Message - From: Dave R. Meyers [EMAIL PROTECTED

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Varlock
is valid from ANY use of that pointer. So you should *try* this: if( pPlayer ) { if( pPlayer-IsAlive( ) ) { etc... This is just an idea. If it works, good. If not, well, whatever. - Varlock - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Varlock
if( vector.Length( ) 600 ) - Varlock - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 04, 2002 1:36 PM Subject: RE: [hlcoders] Items.cpp (MyTouch) And how in pray tell would that be accomplished? Could you lend an example

Re: [hlcoders] file reading from...

2002-01-06 Thread Varlock
e fgets function automatically reads up to the number of characters you pass it (in this case 1024) or until a newline character is reached. Now you can use line as you wish. Finally, the code closes the file. - Varlock - Original Message - From: Christopher Long To: [EMAIL PROTECTED]

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Varlock
and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or something. :) - Varlock - Original Message - From: Reedbeta [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 16, 2002 11:38 PM Subject: Re: [hlcoders] Monster Speeds The model movement speed

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Varlock
the model, I multiply them by m_flSpeedFac. Then in my new babycrab, called a sewercrab, in SewerCrab :: Spawn, I set m_flSpeedFac to 0.8. Anyway, it works perfectly. The thing moves slower, just as I hoped. Thanks for all the help. :) - Varlock - Original Message - From: Reedbeta [EMAIL

Re: [hlcoders] Dum C++ pointer question

2002-02-25 Thread Varlock
in the copy constructor, since you probably don't want to just assign them like above. You probably want to use functions like strcpy and memcpy for those. - Varlock - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, February 25, 2002 12:26 AM Subject: [hlcoders

Re: [hlcoders] Dum C++ pointer question

2002-02-25 Thread Varlock
? Also, since the copy constructor is called for a statement like this: CObject ob1; CObject ob2 = ob1; How would you deal with pointers? I'm not totally sure. CObject *pob1 = new CObject( ); CObject *pob2 = new CObject( pob1 ); Yes? No? - Varlock