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Thread: magic bridgebuilders

  1. #11
    Private First Class php's Avatar
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    Quote Originally Posted by Mitch View Post
    it works on cod2 1.3.

    Attachment 657
    Please read my previous posts;

    I've had this ages ago if you can't find it on the github it's because I've updated the core of CoDExtended and didn't port all the functionality yet (it's still on github in the old versions, maybe hard to spot). The offsets for CoD2 remain the same (I've checked).

  2. #12
    Assadministrator kung foo man's Avatar
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    Does even the setBounds() work, which makes the bridge smooth to walk on? I have just the setContents() effect (round ball without client prediction) in CoD2 1.2 :S
    timescale 0.01

  3. #13
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    Quote Originally Posted by kung foo man View Post
    Does even the setBounds() work, which makes the bridge smooth to walk on? I have just the setContents() effect (round ball without client prediction) in CoD2 1.2 :S
    setBonds() is an unknown function in COD2, if that was what you were asking. But setBonds() is still a built-in function for COD1/UO.

  4. #14
    Assadministrator kung foo man's Avatar
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    Yea, it's integrated in libcod for that reason

    PHP Code:
    void gsc_entity_setbounds(int id) {
        
    float widthheight;

        if ( ! 
    stackGetParams("ff", &width, &height)) {
            
    printf("scriptengine> ERROR: please specify width and height to gsc_entity_setbounds()\n");
            
    stackPushUndefined();
            return;
        }

        *(
    float*)(gentities gentities_size*id 280) = height;
        *(
    float*)(gentities gentities_size*id 276) = width;
        *(
    float*)(gentities gentities_size*id 272) = width;
        *(
    float*)(gentities gentities_size*id 264) = -width;
        *(
    float*)(gentities gentities_size*id 260) = -width;
        
        
    printf("id=%d height=%f width=%f\n"idheightwidth);
        
    stackReturnInt(1);

    I want this to work to release a new version, which cleans up alot of old mess (closer which depends on std\-functions and quite some bloat code).


    Edit: to destroy false hopes, it never worked as good as in CoD 1
    timescale 0.01

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