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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