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Postby Baker » Wed Jan 05, 2011 7:33 am

Mexicouger wrote:And Baker, I get what you were trying to say now, after I overlooked the code. I viewed this as a quick tut. My bad. :?


Lemme tell ya, I am rooting for you all the way. I know you are a rookie, you know you are rookie ... no one questions that. That is where you are today; you get to decide where you are tomorrow --- and I like what I see.

Determination is all. I mean this sincerely. People that never quit always end up making it somewhere. No one ever said the road was easy, and yet you are still here ... and improving.

It isn't about where you are, it is about your determination in making it where you want to be.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Mexicouger » Wed Jan 05, 2011 7:38 am

I don't think I am a QC rookie anymore. I am a major C rookie though. I have learned alot since now and when I started though, thanks to my Book and you guys.

I am a fairly determined person when it comes to Quake modding. I have every intention to get this game playable. It helps alot when you can visualize the code. Then you can see your goal easier.

One thing that Revamped is really going need due to the new camera, is a Radar. Do you know of any mods that have a Radar(Besides Solitude), Or a minimap?
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Postby Baker » Wed Jan 05, 2011 7:47 am

I don't. Not easily base Quake compatible ones -- yet I do not claim to have played all Q1 mods.

That being said, every entity even in the client has an X, Y, Z location (at least the ones the server decides to communicate to the client). Discard the Z and you have somewhat of a basis for radar.

Although that isn't newbie friendly, in a way that info alone has to be enough to someone doing engine modification. I know that is sort of a shitty answer, but part of engine modification is taking pieces of information and scoring from it.
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Postby Team Xlink » Wed Jan 05, 2011 12:39 pm

Well, if you want to distinguish between the enemie being dead or not, this might be useful.

if (ent->health > 0)
{

}

Though you probably already knew that.

This also might be of use.

Code: Select all
player->origin[0]-ent->origin[0]
ent->origin[1]-player->origin[1]


;)
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Postby Mexicouger » Wed Jan 05, 2011 1:58 pm

So I was reading in my book, And is this symbole: ->
Similar to just a "."? Just a but more easy to read?

player.origin[0]-ent.origin[0]
ent.origin[1]-player.origin[1]

I think the dots are easier to read, but I think in some instances they don't work
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Postby Downsider » Wed Jan 05, 2011 5:52 pm

erm

A -> is used when the object you're using is a pointer, a . is used when the object you're using is a reference.
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Postby leileilol » Wed Jan 05, 2011 10:00 pm

Mexicouger wrote:well it is a Halo


OOOOOOOOOOOOOOOOOOOOOOOO! You said the H word!
i should not be here
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Postby Mexicouger » Wed Jan 05, 2011 11:35 pm

Downsider wrote:erm

A -> is used when the object you're using is a pointer, a . is used when the object you're using is a reference.


Ya, Just figured that out in detail.Hence why -> looks like a pointer.
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Postby frag.machine » Wed Jan 05, 2011 11:39 pm

Mexicouger wrote:well it is a Halo Top-Down mod

Well, I would never figured that out... :lol:
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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