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Re: How to do correct movement
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SteveC
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Status: Offline
Posts: 37
Join Date: Jan 2005
Location: UK
Default Re: How to do correct movement - 09-01-2005

I'm no C++ linker expert (if you know someone who is, let me know ), so I don't know what I did that is special. I think the main difference between my plugin and the sample one is that I included cbase.h.
I cannot access all the functions of the CBasePlayer, I get compile errors with many, and if include baseplayer.cpp in the project then all hell breaks loose as you say.
One thing I did find was that the class CBotManager is a friend class to CBasePlayer, I think that means you can then access private variables of CBasePlayer. However there is no CBotManager defined anywhere in the SDK, so I define one, but it doesn't seem to help much so I don't know if just defining a class of the right name is enough to become the friend. It could be useful in the future, but you don't need it to do what I'm doing now.

Also I found out how to use the Vector class routines (includes the pesky fast sqaure root), you just need to include the mathlib, but then I got exceptions because it wasn't initialised. Initialising it lets it all work, but surely it must be already initialised for the main engine? I just found it a bit strange.

Anyway attached is the source for the current build now it's been tidied up. There are still many problems to solve, like how to find enemies.
Attached Files
File Type: zip SCBot.zip (14.8 KB, 829 views)
  
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