Hallo,
Wednesday, December 17, 2003, 03:44,
Charlie Cleveland [EMAIL PROTECTED] wrote:
I've tried UTIL_Remove, tried MakeDormant(), tried manually setting
FL_KILLME and/or FL_DORMANT, and also the mysterious REMOVE_ENTITY, but
nothing seems to work. Maybe the engine is deleting my C++
Sebastian Steinlechner wrote:
Hallo,
Wednesday, December 17, 2003, 03:44,
Charlie Cleveland [EMAIL PROTECTED] wrote:
I've tried UTIL_Remove, tried MakeDormant(), tried manually setting
FL_KILLME and/or FL_DORMANT, and also the mysterious REMOVE_ENTITY, but
nothing seems to work. Maybe the
On Wed, 17 Dec 2003 16:01:26 -0500, mike [EMAIL PROTECTED] wrote:
thats how pools work...
Of course. Still, AddToFullPack shouldn't be called for entities that
don't need adding, as they do not exist anyway. At least they do not have
a representative in the world, while their pev might still sit
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Is there any way to remove an entity for real, such that it doesn't even get called in
AddToFullPack? Try as I might, I'm still seeing my deleted entities going through
AddToFullPack. I must be
Charlie Cleveland wrote:
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Is there any way to remove an entity for real, such that it doesn't even get called in
AddToFullPack? Try as I might, I'm still seeing my deleted entities going through
PROTECTED]
Subject:Re: [hlcoders] Removing an entity for real
Charlie Cleveland wrote:
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Is there any way to remove an entity for real, such that it doesn't even get called
in AddToFullPack? Try
PROTECTED] [EMAIL PROTECTED]
Subject:Re: [hlcoders] Removing an entity for real
Charlie Cleveland wrote:
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Is there any way to remove an entity for real, such that it doesn't even get called
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