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 >> >> >> > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders