User talk:Psycommando/devolver source
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)- Ok well thanks for the reply but i'm not a dumbass.
- Actually quick question, what is this temp entity then you say its used to create temporary entities(t mporary e ntities )
- Please don't repeat what i've said it's the most annoying thing in the world to me when somebody repeats a question i just asked.
- I am Australian and Legend is a compliment so i'm terribly sorry for using it..want me to call you a fuckwit instead? Becuase yeah you should just say Thank you and not go into massive depth why you are not a legend because all i care about is the code.
- I preffer doing things the Valve way that is why i mentioned about the c_weapon_stubs and yes i know you coded it into the cpp file but do Valve do it that way? You say your way is more effecient but if that's the case why does it exist in the first place? That means by your standards i should go to every weapon in source and move the client stubs to each of the weapon cpp files?
- And i called you a legend because i spent over 30 straight hours trying to move the CLaserDot entity from the RPG to an SMG and failed miserably, was alot different to this method and that is why i complimented you.
- I shouldn't have to explain myself and you shouldn't have to repeat what i've said before.
- You can be a Legend without something being complicated aswell. How many other people do you know have acheived this in Source coding namely Orangebox Single Player? That's right the mind struggles to think of ONE. So yeah take it or leave it man, when you first posted this i thought you were a legend but now you reply with that i'm not so sure... --Jenkins08 13:36, 22 April 2009 (UTC)
- Whoa, I didn't mean to insult you, I'm sorry you understood it that way, english isn't my first language, so I'm trying to write the best I can. I didn't even noticed that you said temporary entity, and for the t e thing, I just like to write useless info, that's all. And for legend thing, It was the first time someone told me that, that's why I said it was strange. And the reason I said that it wasn't complicated enough to be called a legend is simply to be humble. Moreover, using the Weapon stub macro, or any macros for that matter, isn't more or less efficient, its just unintuitive, messy, and unsafe, that's what I was taught at school and what seems to be the general opinion in the programming community. I was simply trying to show you what I've learned, what valve programmers do is their business but they aren't necessarily a programming reference.--psycommando 16:18, 22 April 2009 (UTC)
- Ok sorry man my fault too, haven't had alot of sleep lately not in the best of moods. Thanks again for the code i will try to be more professional next time, my apologies :) --Jenkins08 18:17, 22 April 2009 (UTC)
- No problem, I must admit it sounded a little insulting the way I put the te thing. If you have any other coding problem feel free to ask.--psycommando 18:23, 22 April 2009 (UTC)
- Ok sorry man my fault too, haven't had alot of sleep lately not in the best of moods. Thanks again for the code i will try to be more professional next time, my apologies :) --Jenkins08 18:17, 22 April 2009 (UTC)
- Whoa, I didn't mean to insult you, I'm sorry you understood it that way, english isn't my first language, so I'm trying to write the best I can. I didn't even noticed that you said temporary entity, and for the t e thing, I just like to write useless info, that's all. And for legend thing, It was the first time someone told me that, that's why I said it was strange. And the reason I said that it wasn't complicated enough to be called a legend is simply to be humble. Moreover, using the Weapon stub macro, or any macros for that matter, isn't more or less efficient, its just unintuitive, messy, and unsafe, that's what I was taught at school and what seems to be the general opinion in the programming community. I was simply trying to show you what I've learned, what valve programmers do is their business but they aren't necessarily a programming reference.--psycommando 16:18, 22 April 2009 (UTC)