Tony "omega" Sergi wrote:
> Here are the ones for sdkplayer:
> note that when the sdk gets updated these will change again, but this should
> get you started for now - you can make the same changes to hl2mp_player as
> necessary.
>
> sdk_player.cpp:
> -----------------------
>
> //-----------------------------------------------------------------------------
> // Purpose: Filters updates to a variable so that only non-local players see
> // the changes.  This is so we can send a low-res origin to non-local
> players
> // while sending a hi-res one to the local player.
> // Input  : *pVarData -
> //            *pOut -
> //            objectID -
> //-----------------------------------------------------------------------------
>
> void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void
> *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int
> objectID )
> {
>     pRecipients->SetAllRecipients();
>     pRecipients->ClearRecipient( objectID - 1 );
>     return ( void * )pVarData;
> }
> REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );
>
> BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive )
>     SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
>     // send a hi-res origin to the local player for use in prediction
>     SendPropVector    (SENDINFO(m_vecOrigin), -1,
> SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
>
>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
> SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
> //    SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
> SPROP_CHANGES_OFTEN ),
> END_SEND_TABLE()
>
> BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKNonLocalPlayerExclusive )
>     // send a lo-res origin to other players
>     SendPropVector    (SENDINFO(m_vecOrigin), -1,
> SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT,
> SendProxy_Origin ),
>
>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
> SPROP_CHANGES_OFTEN, -90.0f, 90.0f ),
>     SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
> SPROP_CHANGES_OFTEN ),
> END_SEND_TABLE()
>
>
> // main table
> IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer )
>     SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
>     SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
>     SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
>     SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
>     SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
>     SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
>
>     // playeranimstate and clientside animation takes care of these on the
> client
>     SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
>     SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
>
>     // Data that only gets sent to the local player.
>     SendPropDataTable( "sdklocaldata", 0,
> &REFERENCE_SEND_TABLE(DT_SDKLocalPlayerExclusive),
> SendProxy_SendLocalDataTable ),
>     // Data that gets sent to all other players
>     SendPropDataTable( "sdknonlocaldata", 0,
> &REFERENCE_SEND_TABLE(DT_SDKNonLocalPlayerExclusive),
> SendProxy_SendNonLocalDataTable ),
>
>     SendPropEHandle( SENDINFO( m_hRagdoll ) ),
>
>     SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1,
> SPROP_UNSIGNED ),
>
>     SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ),
>
> END_SEND_TABLE()
>
> c_sdk_player.cpp:
> --------------------------
> BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive )
>     RecvPropInt( RECVINFO( m_iShotsFired ) ),
>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>
>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
> //    RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
> END_RECV_TABLE()
>
> BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKNonLocalPlayerExclusive )
>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>
>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
>     RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
> END_RECV_TABLE()
>
> // main table
> IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer )
>     RecvPropDataTable( "sdklocaldata", 0, 0,
> &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ),
>     RecvPropDataTable( "sdknonlocaldata", 0, 0,
> &REFERENCE_RECV_TABLE(DT_SDKNonLocalPlayerExclusive) ),
>
>     RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
>
>     RecvPropInt( RECVINFO( m_iPlayerState ) ),
>
>     RecvPropBool( RECVINFO( m_bSpawnInterpCounter ) ),
> END_RECV_TABLE()
>   


Benjamin Davison wrote:
> The solution to numero uno, has already been fixed on this list. Have a
> search for tolerance as I can't remember the exact post.
>
> On Sat, May 17, 2008 at 11:33 AM, Janek <[EMAIL PROTECTED]> wrote:
>
>   
>> Personnaly, the 2 main concerns I have are the following :
>>
>> - fixing perdiction error causing jittering movements
>> - providing us with a working linux version
>>
>> My mod is already transfered to OB engine, but this two issues prevent me
>> from releasing.
>>
>> [EMAIL PROTECTED]
>>
>> 2008/5/17 Stephen Micheals <[EMAIL PROTECTED]>:
>>
>>     
>>> being patient is one thing but shader's and particles can be a
>>> important thing in a mod and we have been waiting for the code and
>>> tools for that a damn long time.
>>>
>>> On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]>
>>> wrote:
>>>       
>>>> Obviously, they're not working on at least two retail games right now
>>>>         
>> or
>>     
>>>> anything. Be patient is my advice.
>>>>         
>>>  _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>       
>> --
>> -------------------
>> [EMAIL PROTECTED]
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>     
>
>
>   

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