One problem I see with that though is if they reload the same map then it
wouldnt get re-initialized.

You could try using a MSG to send to re-connecting clients as stated below
here to send the server info you need.

Or, if you got code client side you need to just reset values to or
something you could try using VidInit() functions.

I believe those are only called on level reloads\loads.

-Brandon "Axis" Russell
Programmer for
Day of Defeat



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Cortex
Sent: Wednesday, November 13, 2002 11:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] detecting mapchange client-side


Hey !

I finally got it to work !! I use the method that is used in the new (SDK
2.3) overview code. It checks at each call of "Reset" if the name of the map
has changed (using gEngfuncs.pfnGetLevelName()). If it has changed, I delete
my rain until I get a new message from the server.

It works great.

Thx for your help anyway

      - Cortex : HL ALBATOR coder & mapper
      - [EMAIL PROTECTED] & ICQ : 71548738

Cortex wrote:
> Hi,
>
> I've a problem since several months (but I didn't tried to fix it for
> several months ;p). In fact, I want to detect mapchange from
> client-side.
>
> Nowadays, I check it from the CHud::Redraw function :
> if (!intermission)
>         ....
> else
>         // It's an intermission
>
> It works fine for intermissions. But my problem is with some "brute"
> map change. For instance, if the user types "map blabla", my code
> won't detect it...
>
> For the story, I want to detect that to disable rain at map change
> (else, the rain will continue to fall in the next level !).
>
> Any help would be greatly appreciated.
>
>       - Cortex : HL ALBATOR coder & mapper
>       - [EMAIL PROTECTED] & ICQ : 71548738
>
>
>
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