Well, that doesn't make much sense.  Despite the fact that Florian will
kill me if I bump the API version again ;] I really think this is a
problem the Engine itself should take care of.  Metamod is only a
wrapper.  We can't solve (easily) the fact that you don't know if the
query fails or what cvar the query returns.

Nonetheless, Jussi Kivillina and I will come up with something...

P.S. to the person who said this would be good for leagues -- yes, at @
esportsea we've been waiting for something like this.  Just note that
since there's no "general clcvar change callback", you'll have to query
every few seconds or so, which might generate unnecessary traffic.

   ---David "BAILOPAN" Anderson
   http://www.sourcemod.net/
   http://www.sourcemm.net/

Alfred Reynolds wrote:
You can use MetaMod to provide this de-confliction layer if you need it.

- Alfred

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Thursday, August 11, 2005 9:46 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: [hlds_apps]
New engine API for CVAR queries


Wouldn't it be better to have:

void    (*pfnCvarValue)( const edict_t *pEnt, const char *cvar, const
char *value );

Instead?  In a multi-plugin system, it's easily conceivable you could
have more than one cvar request at a time.  The specification doesn't
say whether requests are stacked or if one request overwrites the
last... but either way, your callback won't know which cvar it's
getting information for.  If I'm wrong here, please clarify for me :)

   ---David "BAILOPAN" Anderson
   http://www.sourcemod.net/
   http://www.sourcemm.net/

Alfred Reynolds wrote:

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps]
New engine API for CVAR queries



With the Half-Life 1: Engine release today we added a new API
function to allow a game server to query the value of clients
CVAR settings.

There was a new function added to the end of enginefuncs_t:
        void (*pfnQueryClientCvarValue)( const edict_t *player, const

char


*cvarName );

Calling this function requests the value of cvarName from player.
The result is returned via a callback from NEW_DLL_FUNCTIONS,
here is the complete NEW_DLL_FUNCTIONS definition:

typedef struct
{
        // Called right before the object's memory is freed.    // Calls
        its destructor. void

(*pfnOnFreeEntPrivateData)(edict_t

*pEnt);
        void                    (*pfnGameShutdown)(void);
        int                     (*pfnShouldCollide)( edict_t
*pentTouched, edict_t *pentOther );
        void                    (*pfnCvarValue)( const edict_t *pEnt,
const char *value );
} NEW_DLL_FUNCTIONS;

When the client responds to the cvar request you will get a
callback to pfnCvarValue() with the edict of the player who is
responding and the cvars values.

This interface is implemented using a new server engine to client
engine network command (so there will be some delay from the
request to the response).  This new network protocol has NOT been
versioned (to minimise the impact of its release), if you wish to
use it you must make sure your users have an updated server
before they try to use it.

- Alfred


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