[hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread HoundDawg

Hi, does anyone know if and how we can detect the client's video mode from
the server side, like via a Metamod plugin utilizing the HL SDK?

We would like to know if the client is in software mode or 3D mode.

Thanks in advance!

HoundDawg

United Admins - Game Server Admin Association
http://www.unitedadmins.com


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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread botman

  Hi, does anyone know if and how we can detect the client's video mode from
  the server side, like via a Metamod plugin utilizing the HL SDK?
 
  We would like to know if the client is in software mode or 3D mode.

 I haven't checked these out, but there's a vid_describemode CVAR that might
 do what you want.  There's also a vid_mode that seems to be used to set the
 video mode.  Try them and see if they give you anything useful.

Actually, I just searched my valve\cmdlist.txt file and those don't seem to be
in there, so those commands might not be supported by the engine anymore.  I
was using a command.pdf file that I had downloaded from the i.am.halflife
website a couple of years ago to search for video mode stuff and that's where
the vid_xxx stuff came from.

Jeffrey botman Broome

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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread botman

 Hi, does anyone know if and how we can detect the client's video mode from
 the server side, like via a Metamod plugin utilizing the HL SDK?

 We would like to know if the client is in software mode or 3D mode.

 Thanks in advance!

These seem to be stored in the Windows Registry

HKEY_USERS\.DEFAULT\Software\Valve\Half-Life\Settings

EngineMode - video display mode?
EngineModeH - video height
EngineModeW - video width
EngineModeWindowed - running Half-Life in a window

Looks like you'll need something running on the client's machine to suck stuff
out of the registry then send that to the server.

Jeffrey botman Broome

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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Correct me if I am wrong, but wouldn't such a thing trigger firewalls or the sort, 
it's quite dangerous to allow registry path data to be sent off to the host computer...

- Original Message -
From: botman
Sent: Monday, May 06, 2002 3:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Detecting Client Video Mode from Server

 Hi, does anyone know if and how we can detect the client's video mode from
 the server side, like via a Metamod plugin utilizing the HL SDK?

 We would like to know if the client is in software mode or 3D mode.

 Thanks in advance!

These seem to be stored in the Windows Registry

HKEY_USERS\.DEFAULT\Software\Valve\Half-Life\Settings

EngineMode - video display mode?
EngineModeH - video height
EngineModeW - video width
EngineModeWindowed - running Half-Life in a window

Looks like you'll need something running on the client's machine to suck stuff
out of the registry then send that to the server.

Jeffrey botman Broome

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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread botman

 Correct me if I am wrong, but wouldn't such a thing trigger firewalls or the
 sort, it's quite dangerous to allow registry path data to be sent off to the
 host computer...

That depends on the firewall, how it's configured and which application is the
one sending the data.  If you had something like ZoneAlarm, which would alert
the client that some application was attempting to access the Internet, then
the player would know that something was being sent or received.  If you used a
program that had already been given permission to access the Internet (like
Half-Life for example), the firewall wouldn't warn the user of anything.

If you were using an external firewall that only checked for accesses to/from
certain well known TCP/IP ports, you could open up the well known port (say
port 80 for HTTP requests) on the server and use that to collect information
from the client.  The firewall wouldn't block this request because it was one
of the ports that you had previously set up to allow access to/from.

Just be glad that the Half-Life engine doesn't include any browser type
feature that allows servers to download code and run it on the client (that's
assuming that Valve has plugged all the buffer overflow problems in the engine
network code)!  :)

Jeffrey botman Broome

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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread botman

 Just be glad that the Half-Life engine doesn't include any browser type
 feature that allows servers to download code and run it on the client (that's
 assuming that Valve has plugged all the buffer overflow problems in the
 engine network code)!  :)

Oh, wait a minute.  Actually I guess with Steam is does allow this!  Now all
you've got to do is hack into the domain name server and redirect the
speakeasy.net domain to your rogue server and start serving up all kinds of
nasty Steam code!  ;)

Jeffrey botman Broome

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Re: [hlcoders] deleting animation

2002-05-06 Thread MiK

yes i've done it, i have another player model without any animations, and
i've delete all the reference to pev-sequence in the ACT_ etc... but when i
take damage, it return an error in the SV_SetupBones function... (i'm not
that it's the exact name). I've looked this function but it looks to only
set the vertices position under animating, and i search how to delete the
processus that launch anims.. i think the problem comes that the engine try
to load an anim that doesnt exist in the model
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 6:25 AM
Subject: RE: [hlcoders] deleting animation


 Huh? You want to delete animations?!?

 I believe most of the references to pev-sequence are done through a
 LookupSequence or LookupActivity function call, which means it looks for
 the ACT_... verb and not the index of the animation itself. Therefore,
 by modifying the .qc file and recompiling the model, you should be
 fine.

 Why would you want to delete animations anyway? It's not like they take
 up a whole lot of space anyway... You can simply not use them!

 Tnx  Rgds...
 David Nighthawk Flor ( [EMAIL PROTECTED] )

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of MiK
 Sent: Sunday, May 05, 2002 12:55 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] deleting animation


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 hi

 i want to delete animations of player. i've deleted the lines of code
 that changes the pev-sequence to another value that 0, but it doesnt
 really work, the game return an error each time a move or i take damage.
 where can I fix this problem ? i search the code who send to client that
 an anim must be played (in gamestudiorenderer.cpp or a file like that i
 think)
 --

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[hlcoders] string to #define

2002-05-06 Thread Mugsy _

This is more general C++, but its for a HL mod so..

If I have a string, is there a way to convert it to integer with a
previously enumerated value?

eg,
#define WEAPON_GARAND 2

then if I read in a string, and it happens to be WEAPON_GARAND can I know
that that symbol is defined as 2? Obviously without doing an enormous
if/else strcmp block..

Mugsy
Day of Defeat mod

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Re: [hlcoders] string to #define

2002-05-06 Thread Mugsy _


It doesnt have to be a define, it can be an enumerated variable. ( since
#define names would probably be tossed in a compiled version )

enum
{
   WEAPON_GARAND = 2
};

From: Mugsy _ [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] string to #define
Date: Mon, 06 May 2002 19:17:02 -0700

This is more general C++, but its for a HL mod so..

If I have a string, is there a way to convert it to integer with a
previously enumerated value?

eg,
#define WEAPON_GARAND 2

then if I read in a string, and it happens to be WEAPON_GARAND can I know
that that symbol is defined as 2? Obviously without doing an enormous
if/else strcmp block..

Mugsy
Day of Defeat mod

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RE: [hlcoders] string to #define

2002-05-06 Thread Dynerman David M

The pre-processors scan through source files replacing the define with
the value.

I'm not 100% sure, but about 95% that it looks in strings as well, so

someFuncThatTakesAString(WEAPON_GARAND);

will get changed to

someFuncThatTakesAString(2); //constant string 2\0

before its compiled.

david

-Original Message-
From: Mugsy _ [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 9:17 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] string to #define

This is more general C++, but its for a HL mod so..

If I have a string, is there a way to convert it to integer with a
previously enumerated value?

eg,
#define WEAPON_GARAND 2

then if I read in a string, and it happens to be WEAPON_GARAND can I
know
that that symbol is defined as 2? Obviously without doing an enormous
if/else strcmp block..

Mugsy
Day of Defeat mod

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RE: [hlcoders] string to #define

2002-05-06 Thread Leon Hartwig

I'm sure it depends on which preprocessor is being used, but I doubt most
modern ones do this.


 -Original Message-
 From: Dynerman David M [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 7:35 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] string to #define


 The pre-processors scan through source files replacing the define with
 the value.

 I'm not 100% sure, but about 95% that it looks in strings as well, so

 someFuncThatTakesAString(WEAPON_GARAND);

 will get changed to

 someFuncThatTakesAString(2); //constant string 2\0

 before its compiled.
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RE: [hlcoders] string to #define

2002-05-06 Thread Dynerman David M

Well they say when you're not sure try..so I did and Leon's right (at
least with VC++)

I'm not sure where I saw/read that it would scan quotes, but the define
didn't work for me (it would just print out WEAPON_GARAND instead of 2)

Looks like we're stuck defining string literals or numbers, but not
mixing  matching.

david

-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 9:50 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] string to #define

I'm sure it depends on which preprocessor is being used, but I doubt
most
modern ones do this.


 -Original Message-
 From: Dynerman David M [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 7:35 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] string to #define


 The pre-processors scan through source files replacing the define with
 the value.

 I'm not 100% sure, but about 95% that it looks in strings as well, so

 someFuncThatTakesAString(WEAPON_GARAND);

 will get changed to

 someFuncThatTakesAString(2); //constant string 2\0

 before its compiled.
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Re: [hlcoders] string to #define

2002-05-06 Thread Marcelo de Paula Bezerra

I believe it won't work.

This works about the same as #define WEAPON_GARAND 2,
you can't  do things like
array[WEAPON_GARAND].

Unfortunataly, the long if else block looks like the way to go.

On Mon, 2002-05-06 at 23:20, Mugsy _ wrote:

 It doesnt have to be a define, it can be an enumerated variable. ( since
 #define names would probably be tossed in a compiled version )

 enum
 {
WEAPON_GARAND = 2
 };

 From: Mugsy _ [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] string to #define
 Date: Mon, 06 May 2002 19:17:02 -0700
 
 This is more general C++, but its for a HL mod so..
 
 If I have a string, is there a way to convert it to integer with a
 previously enumerated value?
 
 eg,
 #define WEAPON_GARAND 2
 
 then if I read in a string, and it happens to be WEAPON_GARAND can I know
 that that symbol is defined as 2? Obviously without doing an enormous
 if/else strcmp block..
 
 Mugsy
 Day of Defeat mod
 
 _
 Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp.
 
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RE: [hlcoders] string to #define

2002-05-06 Thread Dynerman David M

That wasn't the question Marcelo, what I thought (and was wrong) was
that the pre-processor would search inside  for the #defines, so in
your case if I was right it would try to index array[2], which
obviously wouldn't work.

david

-Original Message-
From: Marcelo de Paula Bezerra [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 10:18 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] string to #define

I believe it won't work.

This works about the same as #define WEAPON_GARAND 2,
you can't  do things like
array[WEAPON_GARAND].

Unfortunataly, the long if else block looks like the way to go.

On Mon, 2002-05-06 at 23:20, Mugsy _ wrote:

 It doesnt have to be a define, it can be an enumerated variable. (
since
 #define names would probably be tossed in a compiled version )

 enum
 {
WEAPON_GARAND = 2
 };

 From: Mugsy _ [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] string to #define
 Date: Mon, 06 May 2002 19:17:02 -0700
 
 This is more general C++, but its for a HL mod so..
 
 If I have a string, is there a way to convert it to integer with a
 previously enumerated value?
 
 eg,
 #define WEAPON_GARAND 2
 
 then if I read in a string, and it happens to be WEAPON_GARAND can
I know
 that that symbol is defined as 2? Obviously without doing an enormous
 if/else strcmp block..
 
 Mugsy
 Day of Defeat mod
 
 _
 Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.
 
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

hmm

a possible idea could be a string table maybe

an array of string/code structs, like

typedef struct
{
char cStringId[256];
int iId;
}weaponchar_id_t;

then you could perhaps have like

weaponchar_id_t WeaponCodes[] = {
{ WEAPON_GARAND,2 },
{ WEAPON_1911, 1},
NULL,
// etc
};

then have a support function or two to grab the string/int and compare in
this array
this could be more work, who knows, but here it looks a bit easier to just
reference similar items in an array

- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 11:10 PM
Subject: RE: [hlcoders] string to #define


 Well they say when you're not sure try..so I did and Leon's right (at
 least with VC++)

 I'm not sure where I saw/read that it would scan quotes, but the define
 didn't work for me (it would just print out WEAPON_GARAND instead of 2)

 Looks like we're stuck defining string literals or numbers, but not
 mixing  matching.

 david

 -Original Message-
 From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 9:50 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] string to #define

 I'm sure it depends on which preprocessor is being used, but I doubt
 most
 modern ones do this.


  -Original Message-
  From: Dynerman David M [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 06, 2002 7:35 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] string to #define
 
 
  The pre-processors scan through source files replacing the define with
  the value.
 
  I'm not 100% sure, but about 95% that it looks in strings as well, so
 
  someFuncThatTakesAString(WEAPON_GARAND);
 
  will get changed to
 
  someFuncThatTakesAString(2); //constant string 2\0
 
  before its compiled.
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

macros dont work in string blocks, at least not in MSVC

- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 11:20 PM
Subject: RE: [hlcoders] string to #define


 That wasn't the question Marcelo, what I thought (and was wrong) was
 that the pre-processor would search inside  for the #defines, so in
 your case if I was right it would try to index array[2], which
 obviously wouldn't work.

 david

 -Original Message-
 From: Marcelo de Paula Bezerra [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 10:18 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] string to #define

 I believe it won't work.

 This works about the same as #define WEAPON_GARAND 2,
 you can't  do things like
 array[WEAPON_GARAND].

 Unfortunataly, the long if else block looks like the way to go.

 On Mon, 2002-05-06 at 23:20, Mugsy _ wrote:
 
  It doesnt have to be a define, it can be an enumerated variable. (
 since
  #define names would probably be tossed in a compiled version )
 
  enum
  {
 WEAPON_GARAND = 2
  };
 
  From: Mugsy _ [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] string to #define
  Date: Mon, 06 May 2002 19:17:02 -0700
  
  This is more general C++, but its for a HL mod so..
  
  If I have a string, is there a way to convert it to integer with a
  previously enumerated value?
  
  eg,
  #define WEAPON_GARAND 2
  
  then if I read in a string, and it happens to be WEAPON_GARAND can
 I know
  that that symbol is defined as 2? Obviously without doing an enormous
  if/else strcmp block..
  
  Mugsy
  Day of Defeat mod
  
  _
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 http://explorer.msn.com/intl.asp.
  
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 archives,
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Re: [hlcoders] string to #define

2002-05-06 Thread Mugsy _


Yeah I thought about that but I think it ends up with a lot of string
compares. The particular method I am thinking of ( I might be remembering
some magical C++ dream I had ) acutally involved converting a string into a
variable name directly.

But I'm most likely on crack.



From: Josh Coyne [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] string to #define
Date: Mon, 6 May 2002 23:25:33 -0400

hmm

a possible idea could be a string table maybe

an array of string/code structs, like

typedef struct
{
 char cStringId[256];
 int iId;
}weaponchar_id_t;

then you could perhaps have like

weaponchar_id_t WeaponCodes[] = {
 { WEAPON_GARAND,2 },
 { WEAPON_1911, 1},
 NULL,
 // etc
};

then have a support function or two to grab the string/int and compare in
this array
this could be more work, who knows, but here it looks a bit easier to just
reference similar items in an array

- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 11:10 PM
Subject: RE: [hlcoders] string to #define


  Well they say when you're not sure try..so I did and Leon's right (at
  least with VC++)
 
  I'm not sure where I saw/read that it would scan quotes, but the define
  didn't work for me (it would just print out WEAPON_GARAND instead of 2)
 
  Looks like we're stuck defining string literals or numbers, but not
  mixing  matching.
 
  david
 
  -Original Message-
  From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 06, 2002 9:50 PM
  To: '[EMAIL PROTECTED]'
  Subject: RE: [hlcoders] string to #define
 
  I'm sure it depends on which preprocessor is being used, but I doubt
  most
  modern ones do this.
 
 
   -Original Message-
   From: Dynerman David M [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 06, 2002 7:35 PM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlcoders] string to #define
  
  
   The pre-processors scan through source files replacing the define with
   the value.
  
   I'm not 100% sure, but about 95% that it looks in strings as well, so
  
   someFuncThatTakesAString(WEAPON_GARAND);
  
   will get changed to
  
   someFuncThatTakesAString(2); //constant string 2\0
  
   before its compiled.
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

well with the string array you could just do like

char *cGetStringForId(int iId)
{
weaponchar_id_t *comp_block;
int num = 0;

while((comp_block = WeaponCodes[num++]) != NULL)
{
if(comp_block-iId == iId)
return comp_block-cStringId;
}
return NULL;// or return  or whatever u want
}

should give you an idea of what i mean by a list array

- Original Message -
From: Mugsy _ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 11:40 PM
Subject: Re: [hlcoders] string to #define



 Yeah I thought about that but I think it ends up with a lot of string
 compares. The particular method I am thinking of ( I might be remembering
 some magical C++ dream I had ) acutally involved converting a string into
a
 variable name directly.

 But I'm most likely on crack.



 From: Josh Coyne [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] string to #define
 Date: Mon, 6 May 2002 23:25:33 -0400
 
 hmm
 
 a possible idea could be a string table maybe
 
 an array of string/code structs, like
 
 typedef struct
 {
  char cStringId[256];
  int iId;
 }weaponchar_id_t;
 
 then you could perhaps have like
 
 weaponchar_id_t WeaponCodes[] = {
  { WEAPON_GARAND,2 },
  { WEAPON_1911, 1},
  NULL,
  // etc
 };
 
 then have a support function or two to grab the string/int and compare in
 this array
 this could be more work, who knows, but here it looks a bit easier to
just
 reference similar items in an array
 
 - Original Message -
 From: Dynerman David M [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 06, 2002 11:10 PM
 Subject: RE: [hlcoders] string to #define
 
 
   Well they say when you're not sure try..so I did and Leon's right (at
   least with VC++)
  
   I'm not sure where I saw/read that it would scan quotes, but the
define
   didn't work for me (it would just print out WEAPON_GARAND instead of
2)
  
   Looks like we're stuck defining string literals or numbers, but not
   mixing  matching.
  
   david
  
   -Original Message-
   From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 06, 2002 9:50 PM
   To: '[EMAIL PROTECTED]'
   Subject: RE: [hlcoders] string to #define
  
   I'm sure it depends on which preprocessor is being used, but I doubt
   most
   modern ones do this.
  
  
-Original Message-
From: Dynerman David M [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 7:35 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] string to #define
   
   
The pre-processors scan through source files replacing the define
with
the value.
   
I'm not 100% sure, but about 95% that it looks in strings as well,
so
   
someFuncThatTakesAString(WEAPON_GARAND);
   
will get changed to
   
someFuncThatTakesAString(2); //constant string 2\0
   
before its compiled.
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Re: [hlcoders] string to #define

2002-05-06 Thread Mugsy _

I need to go the other way, from string to int.


From: Josh Coyne [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] string to #define
Date: Mon, 6 May 2002 23:52:26 -0400

well with the string array you could just do like

char *cGetStringForId(int iId)
{
 weaponchar_id_t *comp_block;
 int num = 0;

 while((comp_block = WeaponCodes[num++]) != NULL)
 {
 if(comp_block-iId == iId)
 return comp_block-cStringId;
 }
 return NULL;// or return  or whatever u want
}

should give you an idea of what i mean by a list array

- Original Message -
From: Mugsy _ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 11:40 PM
Subject: Re: [hlcoders] string to #define


 
  Yeah I thought about that but I think it ends up with a lot of string
  compares. The particular method I am thinking of ( I might be
remembering
  some magical C++ dream I had ) acutally involved converting a string
into
a
  variable name directly.
 
  But I'm most likely on crack.
 
 
 
  From: Josh Coyne [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] string to #define
  Date: Mon, 6 May 2002 23:25:33 -0400
  
  hmm
  
  a possible idea could be a string table maybe
  
  an array of string/code structs, like
  
  typedef struct
  {
   char cStringId[256];
   int iId;
  }weaponchar_id_t;
  
  then you could perhaps have like
  
  weaponchar_id_t WeaponCodes[] = {
   { WEAPON_GARAND,2 },
   { WEAPON_1911, 1},
   NULL,
   // etc
  };
  
  then have a support function or two to grab the string/int and compare
in
  this array
  this could be more work, who knows, but here it looks a bit easier to
just
  reference similar items in an array
  
  - Original Message -
  From: Dynerman David M [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, May 06, 2002 11:10 PM
  Subject: RE: [hlcoders] string to #define
  
  
Well they say when you're not sure try..so I did and Leon's right
(at
least with VC++)
   
I'm not sure where I saw/read that it would scan quotes, but the
define
didn't work for me (it would just print out WEAPON_GARAND instead of
2)
   
Looks like we're stuck defining string literals or numbers, but not
mixing  matching.
   
david
   
-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 9:50 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] string to #define
   
I'm sure it depends on which preprocessor is being used, but I doubt
most
modern ones do this.
   
   
 -Original Message-
 From: Dynerman David M [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 7:35 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] string to #define


 The pre-processors scan through source files replacing the define
with
 the value.

 I'm not 100% sure, but about 95% that it looks in strings as well,
so

 someFuncThatTakesAString(WEAPON_GARAND);

 will get changed to

 someFuncThatTakesAString(2); //constant string 2\0

 before its compiled.
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archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
___
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archives,
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http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
  
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
  _
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Re: [hlcoders] string to #define

2002-05-06 Thread Oskar 'Zoot' Lindgren

atoi()?
- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 07, 2002 6:29 AM
Subject: RE: [hlcoders] string to #define


 What about the engine functions MAKE_STRING() and STRING()?

 david

 -Original Message-
 From: Mugsy _ [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 10:55 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] string to #define

 I need to go the other way, from string to int.


 From: Josh Coyne [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] string to #define
 Date: Mon, 6 May 2002 23:52:26 -0400
 
 well with the string array you could just do like
 
 char *cGetStringForId(int iId)
 {
  weaponchar_id_t *comp_block;
  int num = 0;
 
  while((comp_block = WeaponCodes[num++]) != NULL)
  {
  if(comp_block-iId == iId)
  return comp_block-cStringId;
  }
  return NULL;// or return  or whatever u want
 }
 
 should give you an idea of what i mean by a list array
 
 - Original Message -
 From: Mugsy _ [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 06, 2002 11:40 PM
 Subject: Re: [hlcoders] string to #define
 
 
  
   Yeah I thought about that but I think it ends up with a lot of
 string
   compares. The particular method I am thinking of ( I might be
 remembering
   some magical C++ dream I had ) acutally involved converting a string
 into
 a
   variable name directly.
  
   But I'm most likely on crack.
  
  
  
   From: Josh Coyne [EMAIL PROTECTED]
   Reply-To: [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] string to #define
   Date: Mon, 6 May 2002 23:25:33 -0400
   
   hmm
   
   a possible idea could be a string table maybe
   
   an array of string/code structs, like
   
   typedef struct
   {
char cStringId[256];
int iId;
   }weaponchar_id_t;
   
   then you could perhaps have like
   
   weaponchar_id_t WeaponCodes[] = {
{ WEAPON_GARAND,2 },
{ WEAPON_1911, 1},
NULL,
// etc
   };
   
   then have a support function or two to grab the string/int and
 compare
 in
   this array
   this could be more work, who knows, but here it looks a bit easier
 to
 just
   reference similar items in an array
   
   - Original Message -
   From: Dynerman David M [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, May 06, 2002 11:10 PM
   Subject: RE: [hlcoders] string to #define
   
   
 Well they say when you're not sure try..so I did and Leon's
 right
 (at
 least with VC++)

 I'm not sure where I saw/read that it would scan quotes, but the
 define
 didn't work for me (it would just print out WEAPON_GARAND
 instead of
 2)

 Looks like we're stuck defining string literals or numbers, but
 not
 mixing  matching.

 david

 -Original Message-
 From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 9:50 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] string to #define

 I'm sure it depends on which preprocessor is being used, but I
 doubt
 most
 modern ones do this.


  -Original Message-
  From: Dynerman David M
 [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 06, 2002 7:35 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] string to #define
 
 
  The pre-processors scan through source files replacing the
 define
 with
  the value.
 
  I'm not 100% sure, but about 95% that it looks in strings as
 well,
 so
 
  someFuncThatTakesAString(WEAPON_GARAND);
 
  will get changed to
 
  someFuncThatTakesAString(2); //constant string 2\0
 
  before its compiled.
 ___
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

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 archives,
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 archives,
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   _
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 http://explorer.msn.com/intl.asp.
  
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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread HoundDawg

Thank you everyone for answering so quickly.  We did find a way and it
really wasn't any of these, go figure.  ;-)  Actually, it was sort of close
to botman's first reply.

HoundDawg

United Admins - Game Server Admin Association
http://www.unitedadmins.com

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 12:44 PM
Subject: Re: [hlcoders] Detecting Client Video Mode from Server


  Just be glad that the Half-Life engine doesn't include any browser
type
  feature that allows servers to download code and run it on the client
(that's
  assuming that Valve has plugged all the buffer overflow problems in the
  engine network code)!  :)

 Oh, wait a minute.  Actually I guess with Steam is does allow this!  Now
all
 you've got to do is hack into the domain name server and redirect the
 speakeasy.net domain to your rogue server and start serving up all kinds
of
 nasty Steam code!  ;)

 Jeffrey botman Broome

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