as the subject suggests how can i compile only death match (modified) game without having to compile the engine again and again
more ques
1. from where does the humanplayer.cpp functions are called
2. wich file maps the keyboard keys to the functions (like moving forward is mapped onto the W key)
3. what functions to call to render the player model in game like you call
WeaponModelView.Draw(State.ActiveWeaponSequNr, State.ActiveWeaponFrameNr, LodDist); (if i am right) to render the current wepon
thanks in advanced
compiling only deathmatch game?
Re: compiling only deathmatch game?
Just call scons -Q again as documented.DarkStar wrote:as the subject suggests how can i compile only death match (modified) game without having to compile the engine again and again
SCons makes sure that it only rebuilds whatever needs to be rebuild according to the edits you've made.
Call scons -Q two times in a row in order to verify that the second time, it builds nothing anew, because everything has been (re-)build in the first run.
The Cafu Engine calls them via BaseEntityT (base class) pointers. Note that the entity methods are called from the server code, client code, and client prediction code.1. from where does the humanplayer.cpp functions are called
Ca3DE/Client/ClientStateInGame.cpp2. wich file maps the keyboard keys to the functions (like moving forward is mapped onto the W key)
Sorry, I really don't understand this question - punctuation might help...3. what functions to call to render the player model in game like you call
WeaponModelView.Draw(State.ActiveWeaponSequNr, State.ActiveWeaponFrameNr, LodDist); (if i am right) to render the current wepon
Guessing into the blue, have you seen method EntCompanyBotT::Draw() in Games/DeathMatch/Code/CompanyBot.cpp?
Best regards,
Carsten
Carsten
Who is online
Users browsing this forum: No registered users and 96 guests