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Re: pfnRunPlayerMove - why it may crash?
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The Storm
Council Member / E[POD]bot developer
 
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Default Re: pfnRunPlayerMove - why it may crash? - 20-05-2006

Not sure if will help but use pEdict->v.impulse in runplayermove()
I see in to the PODbot_mm sources that you call runplayermove() in this way
Code:
g_engfuncs.pfnRunPlayerMove (pEdict, vecMoveAngles, pBot->f_move_speed, pBot->f_sidemove_speed, 0, pEdict->v.button, 0, gpGlobals->frametime * 1000);
Try to make it in this way and check if will work
Code:
g_engfuncs.pfnRunPlayerMove (pEdict, vecMoveAngles, pBot->f_move_speed, pBot->f_sidemove_speed, 0, pEdict->v.button, pEdict->v.impulse, gpGlobals->frametime * 1000);
As you see after pEdict->v.button I had added pEdict->v.impulse instead of zero. Not sure if in this way it will work but you can try.
  
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