no. that is completely seperate (but where I took my idea from). That works without the tutorial and doesnt affect it at all.
I've sent Majestic an update of it, but he hasn't got around to changing it.
I went back throught it myself and it worked. When you say it doesn't work what happens?
Hang on, you do know you need to compile the code using VS2003. It doesnt state that, but it states you should know basic C++. Which involves compiling :)
I've been messing about with this adding rocketboots. I'll have a look when I get home.
use DevMsg("%f",flMul); to check flMul (or other variables). Makes a very effective debugging tool (run mod using the run_mod.bat file).
Don't get ahead of yourself :).
Set the Source SDK Launcher (The steam list) to your mod name then launch hammer. Make your map (a hollowed box with an info_player_start will do). Compile (called run in the file menu) it. Then launch the game using the .bat script in the game folder. type map...
actually I think its set in code. Search the code for references to m_flNextPrimaryAttack . (look in say hl -> HL2 DLL - > Weapon_smg1) This appears to be the delay before another attack.
Calm down the guy is only 13 :). Its not that hard if you've done GCSE maths, and if u know what modulus is. Its more just showing ways to shortcut, and how to make the code easier to read.
aren't your answers the wrong way round?
Shouldn't it be:
if ( i < n ) { //if having failed ascending oreder test
printf("Array is not sorted\n"); // <-that
} else { //else (failed descending, passed ascending)
printf("Array is sorted (ascending)\n"); // <-that
}...
Well yes you can cut it down to fit it in there, Mine has quite a few comments and spaces and stuff so u can understand it :) (Dont u dare say my code is too long again! :P).
Also I think theoretically mine is a lot faster, as unless its a prime number it takes a shortcut :)
I would like...