#ifdef CLIENT_DLL
#include header
#endif

-omega
Blackened Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)

----- Original Message -----
From: "Varlock" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 22, 2001 1:25 AM
Subject: Re: [hlcoders] Server/Client CVAR Problems


>     Unfortunately, I can't use gEngfuncs in shotgun.cpp or crossbow.cpp
> because it isn't defined. If I try to include the correct header (hud.h or
> cl_dll.h), then I get a whole bunch of errors. Any ideas on how I would be
> able to use gEngfuncs here?
>
> - Varlock
>
> ----- Original Message -----
> From: "Reedbeta" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, December 21, 2001 8:40 PM
> Subject: Re: [hlcoders] Server/Client CVAR Problems
>
>
> > Simple.  On the client, just use
> gEngfuncs.pfnGetCvarFloat("mp_aquashotgun").
> > This is, in fact, exactly what the CVAR_GET_FLOAT macro does on the
> server, so
> > you could do something like this:
> >
> > #ifdef CLIENT_DLL
> >      #define CVAR_GET_FLOAT(s) (gEngfuncs.pfnGetCvarFloat(s))
> > #endif
> >
> > and then use your existing code.
> >
> > --- Varlock <[EMAIL PROTECTED]> wrote:
> > >     I've got a bit of a problem. I'd like to add a new CVAR to
Half-Life
> > > called "mp_aquashotgun". If it's 0, you can't fire the shotgun under
> water
> > > (like normal). If it's anything else (ie. 1), then you CAN shoot the
> shotgun
> > > underwater. So, I define my CVAR in game.cpp like so:
> > >
> > > cvar_t mp_aquashotgun = { "mp_aquashotgun", "0", FCVAR_SERVER };
> > >
> > >     Then I register it later on in the file:
> > >
> > > CVAR_REGISTER( &mp_aquashotgun );
> > >
> > >     Now I need to actually use it somewhere, so I open up shotgun.cpp
> and in
> > > the PrimaryAttack function, I add an additional check to the
waterlevel
> > > statement:
> > >
> > > if (m_pPlayer->pev->waterlevel == 3 && CVAR_GET_FLOAT(
"mp_aquashotgun")
> ==
> > > 0)
> > >
> > >     Well, the problem is that the *client* can't access
"mp_aquashotgun"
> so
> > > if I leave this code as it is, the game will freeze as soon as you try
> to
> > > fire the shotgun under water. I messed around with it for awhile and
> rewrote
> > > the code to use #ifdef CLIENT_DLL and such, but the best I could do
was
> > > actually have it fire under water but none of the effects would play.
Of
> > > course... client side weapons. I think that's what's causing the
> problem.
> > >     So the question is, how can I access my CVAR on the client?
> > >
> > > - Varlock
> > >
> >
> >
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