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also, if that doesn't work might it be possible to drop a brick in that location and remove it on command? i'm not so much concerned with the freq allowing people to pass through, as i could create special freq that players are not allowed to be on and make the brick under that freq |
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i've examined the brickwriter module, but i would much rather use a tilest object so i don't have to worry about frequency information , etc. |
Code: Show/Hide /* call with mutex */ local void expire_bricks(Arena *arena) { brickdata *bd = P_ARENA_DATA(arena, brickkey); LinkedList *list = &bd->list; ticks_t gtc = current_ticks(), timeout = bd->bricktime; Link *l, *next; for (l = LLGetHead(list); l; l = next) { struct S2CBrickPacket *pkt = l->data; next = l->next; if (TICK_GT(gtc, pkt->starttime + timeout)) { if (bd->countbricksaswalls) mapdata->DoBrick(arena, 0, pkt->x1, pkt->y1, pkt->x2, pkt->y2); LLRemove(list, pkt); afree(pkt); } } } |
z.baron+ wrote: |
someone told me they were building a system were you could issue a command to make the duel circle place a tile set over the warp regions and therefore not warp you |
Dr Brain wrote: |
I wonder why it's decimal and not hex, because everyone can convert from hex to binary in their head. |
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In your compiling line, also add -lpthread to the argument list. This will include the pthreads library. If using Windows, Project->Settings, look for a section for included libraries, and add pthread.lib to the line. Make sure a file named pthread.lib is in the same directory as all your other files. |
Code: Show/Hide pthreadVC2.lib - (MSVC/SEH) pthreadVSE2.lib - (GNUC/C++ EH) |
Code: Show/Hide pthreadGC2.dll - (GNUC/not dependent on exceptions) |
Code: Show/Hide libpthreadGC2.a |