EntityOfEntIndex gets the first entity that's loaded into the engine, which in singleplayer is the player entity, in multiplayer that obviously doesn't work.hmmm i think it would be better:
You have to loop through all of them.
// search the world for players...
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
// skip invalid players
if (!pPlayer)
continue;
pActivator = pPlayer;
//All the rest of the code here - Must be within the loop
}
It's probably more efficient to do it with entities, tho.
pActivator = pPlayer;
}Pretty cool, what's it for? Practice or a level?all i can do is to model and textures simple brushes just like in VHE
What smartphone do you have?Sony-Ericsson XPERIA X8