Re: How to block PlayerUse ?
Variable pev->oldbuttons itself is checked when jumping. Am not sure is it checked anywhere for IN_USE, but I'd rather be safe than sorry.
No, I recommend PreThink pre. In any way both of our methods will work. Except that my is based on "better safe than sorry", and wont make glitches for various plugins. Well, blocking emit_sound will just block emitted sound of the player. You mean m_afButtonPressed can be checked only if oldbuttons don't contain IN_USE, and release if old do contain. |
Re: How to block PlayerUse ?
No, i mean this following code blocks any object use, but will not block vehicle use, so for such block it is more efficient than other methods :
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Re: How to block PlayerUse ?
Isn't that sound for switching the weapons? Isn't it better to use ham and supercede it on func_vehicle entities?
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Re: How to block PlayerUse ?
hm, one question.
Event of open door and event of touch button (in deathrun maps) - it's different event's? |
Re: How to block PlayerUse ?
If you need to use a button it's the same, but if the only fact to touch makes the door open, then it's different.
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Re: How to block PlayerUse ?
@Connor
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2. Yes, if you already knows what entities exist on the map. |
Re: How to block PlayerUse ?
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"Don't act like a bitch." Grow up. :) |
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