User talk:Psycommando/devolver source: Difference between revisions
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::http://i228.photobucket.com/albums/ee249/xer2k7/Source%20Related/ToxisResiduum/box0014.jpg | ::http://i228.photobucket.com/albums/ee249/xer2k7/Source%20Related/ToxisResiduum/box0014.jpg | ||
--[[User:Jenkins08|Jenkins08]] 06:43, 20 April 2009 (UTC) | --[[User:Jenkins08|Jenkins08]] 06:43, 20 April 2009 (UTC) | ||
::<p>''te'' is a global variable initialized at the init of the game, its used to create temporary entities(''t'' mporary ''e'' ntities ), it has a number of methods to create gibs, particles, smoke, etc... In this case its used to create a "gauss explosion" effect at the impact point of the beam.</p> <p>About adding STUB_WEAPON_CLASS in c_weapon_stubs_hl2.h, its useless in this case since the only thing that macro does is create a very simple client class, but i've done it mannually in the c_weapon_devolver.cpp file, its was worth the trouble since if i'd ever want to add client-side stuff i won't have to write a client class from scratch, its mostly a matter of taste.</p><p>A legend? thats a strange compliment, besides there is nothing very complicated in that, what is really complicated is all the mathematics and algorithms they use to render the scene and to animate, I've never heard the word quaternion before I read that code.</p><p>Oh and by the way my code to init the CBeam is kind of inefficient and needlessly complicated, i fixed it so if you ever use it for something else you should update.</p>--[[User:Psycommando|psycommando]] 04:54, 22 April 2009 (UTC) |
Revision as of 21:54, 21 April 2009
DUDE you are a legend i am testing this now in OB SP SDK. --Jenkins08 16:46, 19 April 2009 (UTC) Actually quick question, what is this temp entity for te->GaussExplosion ?
- Third edit: don't think it essential and anyone who has cloned a weapon before knows but you should add
STUB_WEAPON_CLASS( weapon_devolver, WeaponDevolver, C_BaseHLCombatWeapon );
to c_weapon_stubs_hl2.h, and yeah i see your comment about that aswell gets pretty confusing following all those macros and client side defs :s --Jenkins08 17:15, 19 April 2009 (UTC)
--Jenkins08 06:43, 20 April 2009 (UTC)
te is a global variable initialized at the init of the game, its used to create temporary entities(t mporary e ntities ), it has a number of methods to create gibs, particles, smoke, etc... In this case its used to create a "gauss explosion" effect at the impact point of the beam.
About adding STUB_WEAPON_CLASS in c_weapon_stubs_hl2.h, its useless in this case since the only thing that macro does is create a very simple client class, but i've done it mannually in the c_weapon_devolver.cpp file, its was worth the trouble since if i'd ever want to add client-side stuff i won't have to write a client class from scratch, its mostly a matter of taste.
A legend? thats a strange compliment, besides there is nothing very complicated in that, what is really complicated is all the mathematics and algorithms they use to render the scene and to animate, I've never heard the word quaternion before I read that code.
Oh and by the way my code to init the CBeam is kind of inefficient and needlessly complicated, i fixed it so if you ever use it for something else you should update.
--psycommando 04:54, 22 April 2009 (UTC)