Creating more QuakeC jobs

Discuss programming in the QuakeC language.
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r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Creating more QuakeC jobs

Post by r00k »

I'm sure you clicked here looking for money but no just a tid bit of code to schedule a time when to process a function

Code: Select all

entity (void() func, float t) job =
{
   local entity  work;
   
   work  = spawn();
   work.think = func;
   work.owner = self;
   work.nextthink = time + t;
   return work;
}; 
Cobalt
Posts: 445
Joined: Wed Jun 10, 2009 2:58 am
Location: New England, USA
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Re: Creating more QuakeC jobs

Post by Cobalt »

Nope, I thought you were looking for work , heh.

Well I fixed my modelindex / skin / setmodel problems, but now there is like an invisible barrier surrounding the model, and sometimes on spawn the player dropps through the floor...darkplaces sees it, and restores oldorigin to fix it, but then sometimes he is whatever the amount they pushed him up to the surfact, that much riding off the floor again...and hes got a bigger bounding box for sure....setsize dont fix....

Looks like when you fix one problem you create more. Ever dont that?
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