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[INC] CHR Engine v1.1b


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GHW_Chronic
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Join Date: Sep 2004
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Old 01-07-2007 , 01:49   Re: [INC] CHR Engine
Reply With Quote #11

Fixed error in get_players_distance caused by me not emptying a static array
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XxAvalanchexX
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Old 01-07-2007 , 04:52   Re: [INC] CHR Engine
Reply With Quote #12

I'm not very good with math, but I can't help but think this:
Code:
new Float:num = floatsqroot(speed*speed / new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2])

Should be this:
Code:
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))

Because of the order of operations, you're diving speed squared by velocity X squared, and then adding velocity Y and velocity Z. I'm assuming the intention was to total up the squares of the velocity and use that as the dividend.
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GHW_Chronic
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Location: Texas
Old 01-07-2007 , 05:03   Re: [INC] CHR Engine
Reply With Quote #13

holy ****, i did have a problem with my speed function. Wow, that explains the problem i had on my long jump plugin. such a simple mistake too. sigh.

thx a bunch avalanche.

edit: fixed

Last edited by GHW_Chronic; 01-07-2007 at 05:05.
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VEN
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Join Date: Jan 2005
Old 01-07-2007 , 07:29   Re: [INC] CHR Engine
Reply With Quote #14

Quote:
engfunc(EngFunc_TraceLine,origin2,origin3,0,1 ,0)
Do yo realize that this will always skip the entity of the client whit the index == 1?

Also you should add a note that your function perform a 2D ViewCone check, this will help to avoid possible confusions.

Last edited by VEN; 01-07-2007 at 07:33.
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GHW_Chronic
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Old 01-29-2007 , 23:52   Re: [INC] CHR Engine
Reply With Quote #15

-added a bone argument onto the set aim function.
-fixed viewcone to 3D.
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GHW_Chronic
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Old 02-07-2007 , 21:16   Re: [INC] CHR Engine
Reply With Quote #16

Fixed entity_set_aim bug that under minute circumstances crashes server.
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GHW_Chronic
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Old 05-20-2007 , 06:17   Re: [INC] CHR Engine v1.1
Reply With Quote #17

Added a new stock.
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Rolnaaba
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Old 06-12-2007 , 21:35   Re: [INC] CHR Engine v1.1
Reply With Quote #18

just to make me happy, could you change this:
Code:
#include <amxmodx> #include <fakemeta>
to this:
Code:
#if !defined _fakemeta_included     #include <fakemeta> #endif #if !defined _amxmodx_included     #include <amxmodx> #endif
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GHW_Chronic
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Old 06-12-2007 , 21:36   Re: [INC] CHR Engine v1.1
Reply With Quote #19

those includes already have that code in them. So pretty much you just pasted the exact same thing that the compiler reads anyways.
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Rolnaaba
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Old 06-12-2007 , 22:43   Re: [INC] CHR Engine v1.1
Reply With Quote #20

ok, was just a suggestion
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