StudioFrameAdvance( );
StudioFrameAdvance( );
Besides, why should anybody be telling someone how to spend their time? If someone wants to put effort into recreating Goldsource-related software from the ground up, why shouldn't they not be allowed to?Fair enough. I just don't understand the fascination with upgrading the GoldSource engine. Old games have charm because of the way they look and their limitations, if you are going to completely change them you might as well migrate to a more modern engine.
I'm just surprised that they've managed to actually get so much money stored up from the ad revenue. They must have huge profit margins.I read somewhere that they earned roughly 1.6 billion usd last year from ads. Together with, as Rimrook said, paying some costs with (highly valuated) stocks means they have some money to throw around.
Yeah... every company keeps a few hundred millions in cash stashed in a drawer just in case they need to buy someone else.Every huge multinational company probably does.
So yeah, that's where they get all that money.Ad revenue finances basically every company that offers a service that isn't paid for by the consumer.
...it's probably the same with mine.There's a lot of browsers. Dolphin is nice. If you have an old phone Opera Mini is worth a go.
I don't know what the fuss is about, i wish someone made a browser that just had tabs the home button the address field and the back button. There is nothing more you really need.That is quite literally the interface of Chrome.
// 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.As for ~light textures, the ~ is only to let the engine know the texture has to be looked up in lights.rad, otherwise it won't glow even if listed.This is not true, any texture works. At least with the modern tools.
MESSAGE_BEGIN( MSG_ONE, gmsgShowGameTitle, NULL, pActivator->pev );
WRITE_BYTE( 0 );
MESSAGE_END();
should show the message to the player who triggers your trigger entity, so if you simply have everyone trigger it everyone should see it.didnt you have ideas to make a pre-disaster mod once?I did, yes.