RE: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

2002-02-18 Thread Adrian Finol

Here we go, just put this on hl_weapons.cpp.

// For storing predicted sequence and gaitsequence and origin/angles data
static int g_rseq = 0, g_gaitseq = 0;
static vec3_t g_clorg, g_clang;

/*
==
Game_GetSequence

==
*/
void Game_GetSequence( int *seq, int *gaitseq )
{
*seq = g_rseq;
*gaitseq = g_gaitseq;
}

/*
==
Game_SetSequence

==
*/
void Game_SetSequence( int seq, int gaitseq )
{
g_rseq = seq;
g_gaitseq = gaitseq;
}

/*
==
Game_SetOrientation

==
*/
void Game_SetOrientation( vec3_t o, vec3_t a )
{
g_clorg = o;
g_clang = a;
}

/*
==
Game_GetOrientation

==
*/
void Game_GetOrientation( float *o, float *a )
{
int i;

for ( i = 0; i < 3; i++ )
{
o[ i ] = g_clorg[ i ];
a[ i ] = g_clang[ i ];
}
}

- Adrian


-Original Message-
From: Seth Malaki [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 18, 2002 6:51 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs


i still can seem to compile the code... it has the errors void
Game_GetSequence( int float ) LNK 2001 unresolved externals (well..
something like that) and that goes to the GetOrientation func too...
BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the
code.. so where could i find him?


>From: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>Subject: hlcoders digest, Vol 1 #291 - 14 msgs
>Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST)
>
>Send hlcoders mailing list submissions to
>   [EMAIL PROTECTED]
>
>To subscribe or unsubscribe via the World Wide Web, visit
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders
>or, via email, send a message with subject or body 'help' to
>   [EMAIL PROTECTED]
>
>You can reach the person managing the list at
>   [EMAIL PROTECTED]
>
>When replying, please edit your Subject line so it is more specific
>than "Re: Contents of hlcoders digest..."
>
>
>Today's Topics:
>
>1. Monster Speeds (Varlock)
>2. Re: Monster Speeds ([EMAIL PROTECTED])
>3. Re: Monster Speeds (Reedbeta)
>4. Re: Monster Speeds (Varlock)
>5. Re: Monster Speeds (Cortex)
>6. 9 way blending? (Seth Malaki)
>7. Re: Monster Speeds (botman)
>8. Re: Monster Speeds (botman)
>9. Re: Monster Speeds (Commando)
>   10. DMC strafing effect (Cortex)
>   11. Re: Monster Speeds (Cortex)
>   12. Re: 9 way blending? (botman)
>   13. Re: 9 way blending? (Georges Giroux)
>   14. Re: DMC strafing effect (Cortex)
>
>--__--__--
>
>Message: 1
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Date: Sat, 16 Feb 2002 18:53:39 -0800
>Subject: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
> I'll be quick and to the point. How do I change the speed of a
>monster?
>I've looked high and low in the SDK but I haven't found anything at all
>related to monster speeds. pev->maxspeed doesn't seem to affect anything.
>Is
>it hidden in the model or .qc file or something?
> Thanks for any replies.
>
>- Varlock
>
>
>--__--__--
>
>Message: 2
>From: [EMAIL PROTECTED]
>Date: Sat, 16 Feb 2002 22:22:20 EST
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>--
>[ Picked text/plain from multipart/alternative ]
>I would guess its the speed of the animation..  or, something to due with
>the
>models.  Unless your changing Controllers or other flying mosters.
>
>~Ghoul
>
>Lets leave it at that...
>
>--__--__--
>
>Message: 3
>Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST)
>From: Reedbeta <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>The model movement speed is in the animation.  See, models appear to
>run/walk
>in place in the model viewer, but if you decompile them and load the
>animation
>SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
>During the model compilation process, something called "motion extraction"
>is
>applied which removes the motion (so to speak) from the actual animation
>and
>encodes it separately in the MDL file.
>
>--- Varlock <[EMAIL PROTECTED]> wrote:
> > I'll be quick and to the point. How do I change the speed of a
>monster?
> > I've looked high and low in the SDK but I haven't found anything at all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > it hidden in the model or .qc file or something?
> > Thanks for any replies.
> >
> > - Varlock
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>

RE: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

2002-02-18 Thread Yacketta, Ronald

Adrian who? Finol if so he is part of valve now
I also think he reads this list, so maybe he might toss in a cent or two
;)

-Ron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Seth Malaki
Sent: Monday, February 18, 2002 7:51 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

i still can seem to compile the code... it has the errors void
Game_GetSequence( int float ) LNK 2001 unresolved externals (well..
something like that) and that goes to the GetOrientation func too...
BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the
code.. so where could i find him?


>From: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>Subject: hlcoders digest, Vol 1 #291 - 14 msgs
>Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST)
>
>Send hlcoders mailing list submissions to
>   [EMAIL PROTECTED]
>
>To subscribe or unsubscribe via the World Wide Web, visit
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders
>or, via email, send a message with subject or body 'help' to
>   [EMAIL PROTECTED]
>
>You can reach the person managing the list at
>   [EMAIL PROTECTED]
>
>When replying, please edit your Subject line so it is more specific
>than "Re: Contents of hlcoders digest..."
>
>
>Today's Topics:
>
>1. Monster Speeds (Varlock)
>2. Re: Monster Speeds ([EMAIL PROTECTED])
>3. Re: Monster Speeds (Reedbeta)
>4. Re: Monster Speeds (Varlock)
>5. Re: Monster Speeds (Cortex)
>6. 9 way blending? (Seth Malaki)
>7. Re: Monster Speeds (botman)
>8. Re: Monster Speeds (botman)
>9. Re: Monster Speeds (Commando)
>   10. DMC strafing effect (Cortex)
>   11. Re: Monster Speeds (Cortex)
>   12. Re: 9 way blending? (botman)
>   13. Re: 9 way blending? (Georges Giroux)
>   14. Re: DMC strafing effect (Cortex)
>
>--__--__--
>
>Message: 1
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Date: Sat, 16 Feb 2002 18:53:39 -0800
>Subject: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
> I'll be quick and to the point. How do I change the speed of a
>monster?
>I've looked high and low in the SDK but I haven't found anything at all
>related to monster speeds. pev->maxspeed doesn't seem to affect
anything.
>Is
>it hidden in the model or .qc file or something?
> Thanks for any replies.
>
>- Varlock
>
>
>--__--__--
>
>Message: 2
>From: [EMAIL PROTECTED]
>Date: Sat, 16 Feb 2002 22:22:20 EST
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>--
>[ Picked text/plain from multipart/alternative ]
>I would guess its the speed of the animation..  or, something to due
with
>the
>models.  Unless your changing Controllers or other flying mosters.
>
>~Ghoul
>
>Lets leave it at that...
>
>--__--__--
>
>Message: 3
>Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST)
>From: Reedbeta <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>The model movement speed is in the animation.  See, models appear to
>run/walk
>in place in the model viewer, but if you decompile them and load the
>animation
>SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
>During the model compilation process, something called "motion
extraction"
>is
>applied which removes the motion (so to speak) from the actual
animation
>and
>encodes it separately in the MDL file.
>
>--- Varlock <[EMAIL PROTECTED]> wrote:
> > I'll be quick and to the point. How do I change the speed of a
>monster?
> > I've looked high and low in the SDK but I haven't found anything at
all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > it hidden in the model or .qc file or something?
> > Thanks for any replies.
> >
> > - Varlock
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
>please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>__
>Do You Yahoo!?
>Yahoo! Sports - Coverage of the 2002 Olympic Games
>http://sports.yahoo.com
>
>--__--__--
>
>Message: 4
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 00:38:03 -0800
>Reply-To: [EMAIL PROTECTED]
>
> Thanks. I'm actually messing around with the babycrab monster, so
I'll
>see if I can get someone to reanimate it to move slower. I suppose that
>since the model itself contains the speed, I can't really have a
monster
>which changes speed. Well, I guess I could hack it to load seperate
models
>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 mo