Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk
When a player is not in your view, you dont receive any info from that client such as origin, or view angles(check out CBasePlayer::ShouldTransmit); however, I was under the impression that deadflag was inside another networked class that would always transmit regardless of location, either that is not true, or somewhere in the client code, deadflag is not set up properly. I'm not really great with the new hl2 networked class stuff, so at least for a hack, you could set up a basic message that you send to all clients when a player dies to set the client deadflag. Look for examples of hud messaging... ITS VERY easy to set up in hl2.. hl1 was a bit more of a pain ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IsDead() is Alive() bug? hl2mp sdk
After some quick poking around, I think I know the main problem. Too many people working on the code base at valve all doing different things :P For example, here are 4 different ways an entity (well more specifically) the player is tested as being alive or dead. Notice how this can cause a big problem when some ways of killing a player may not actually set the required data all the time. inline bool CBaseEntity::IsAlive( void ) { return m_lifeState == LIFE_ALIVE; } bool CBasePlayer::IsDead() const { return m_lifeState == LIFE_DEAD; } bool CGameMovement::IsDead( void ) const { return ( player-m_iHealth = 0 ) ? true : false; } client specifically: bool C_BasePlayer::IsPlayerDead() { return pl.deadflag == true; } -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: April 21, 2005 6:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk I don't think the flags are being set correctly or something. Because in my examples it said I killed that person with a barrel. However the IsDead() did not reconize them as being dead. Then if I did IsAlive() when I killed them with a barrel it said I killed them and it reconized the player as dead. However then when I shot the person it said I shot them but did not reconize them as being dead. (I was using these to keep track of alive players on each team in the game rules if that matters) Just seems weird to me that in some instances 1 works 1 way and the other works another kind of odd i guess. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.10.1 - Release Date: 20/04/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Drawing crosshair to the screen
Thanks for the contribution :) Might come in handy sometime :) On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: I had asked this awhile back and a couple of people had some suggestions like, animated textures etc. Well there isn't many people who know how to do this without using a texture or a font icon. Well CSS does not use a texture or an icon I do not believe because I searched just about every texture file and font file for CSS for a crosshair... Anyways you can draw the lines to the screen and once you get them drawn you can then animate the crosshair to do whatever... Here is the snippet of code so you can at least draw the crosshair to the screen.. (I used CHudZoom to get an idea of how to draw lines to the hud...) (Valve if this is not the best way of going about this let me know) CHudCrosshair::Paint() { // Verticle Reticle -r00t surface()-DrawSetColor( 0,255,0,200 ); surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 ); surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 ); surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 ); // Horizontal Reticle -r00t surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 ); surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos); surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 ); } | This will just a draw | Hopefully someone finds this useful. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Drawing crosshair to the screen
wont that just work for one res? ie 1900x1200? --- Ben Davison [EMAIL PROTECTED] wrote: Thanks for the contribution :) Might come in handy sometime :) On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: I had asked this awhile back and a couple of people had some suggestions like, animated textures etc. Well there isn't many people who know how to do this without using a texture or a font icon. Well CSS does not use a texture or an icon I do not believe because I searched just about every texture file and font file for CSS for a crosshair... Anyways you can draw the lines to the screen and once you get them drawn you can then animate the crosshair to do whatever... Here is the snippet of code so you can at least draw the crosshair to the screen.. (I used CHudZoom to get an idea of how to draw lines to the hud...) (Valve if this is not the best way of going about this let me know) CHudCrosshair::Paint() { // Verticle Reticle -r00t surface()-DrawSetColor( 0,255,0,200 ); surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 ); surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 ); surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 ); // Horizontal Reticle -r00t surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 ); surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos); surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 ); } | This will just a draw | Hopefully someone finds this useful. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk
Yea, kind of funny really. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 7:53 AM Subject: RE: [hlcoders] IsDead() is Alive() bug? hl2mp sdk After some quick poking around, I think I know the main problem. Too many people working on the code base at valve all doing different things :P For example, here are 4 different ways an entity (well more specifically) the player is tested as being alive or dead. Notice how this can cause a big problem when some ways of killing a player may not actually set the required data all the time. inline bool CBaseEntity::IsAlive( void ) { return m_lifeState == LIFE_ALIVE; } bool CBasePlayer::IsDead() const { return m_lifeState == LIFE_DEAD; } bool CGameMovement::IsDead( void ) const { return ( player-m_iHealth = 0 ) ? true : false; } client specifically: bool C_BasePlayer::IsPlayerDead() { return pl.deadflag == true; } -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: April 21, 2005 6:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk I don't think the flags are being set correctly or something. Because in my examples it said I killed that person with a barrel. However the IsDead() did not reconize them as being dead. Then if I did IsAlive() when I killed them with a barrel it said I killed them and it reconized the player as dead. However then when I shot the person it said I shot them but did not reconize them as being dead. (I was using these to keep track of alive players on each team in the game rules if that matters) Just seems weird to me that in some instances 1 works 1 way and the other works another kind of odd i guess. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.10.1 - Release Date: 20/04/2005 ___ 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
Re: [hlcoders] Drawing crosshair to the screen
Ben, welcome... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 9:18 AM Subject: Re: [hlcoders] Drawing crosshair to the screen Thanks for the contribution :) Might come in handy sometime :) On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: I had asked this awhile back and a couple of people had some suggestions like, animated textures etc. Well there isn't many people who know how to do this without using a texture or a font icon. Well CSS does not use a texture or an icon I do not believe because I searched just about every texture file and font file for CSS for a crosshair... Anyways you can draw the lines to the screen and once you get them drawn you can then animate the crosshair to do whatever... Here is the snippet of code so you can at least draw the crosshair to the screen.. (I used CHudZoom to get an idea of how to draw lines to the hud...) (Valve if this is not the best way of going about this let me know) CHudCrosshair::Paint() { // Verticle Reticle -r00t surface()-DrawSetColor( 0,255,0,200 ); surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 ); surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 ); surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 ); // Horizontal Reticle -r00t surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 ); surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos); surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 ); } | This will just a draw | Hopefully someone finds this useful. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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
Re: [hlcoders] Drawing crosshair to the screen
Hi root, You may consider using surface()-DrawLine() instead of calling DrawFilledRect() with a width of 1. You might also want to draw the crosshair with an additive texture. To do this, first add this to your CHudCrosshair class in hud_crosshair.h: CPanelAnimationVarAliasType( int, m_nAdditiveTextureID, LineTexture, vgui/white_additive, textureid ); And in CHudCrosshair::Paint(): .. surface()-DrawSetTexture( m_nAdditiveTextureID ); surface()-DrawSetColor( 0,255,0,200 ); .. Then use surface()-DrawTexturedLine(), which takes Vertex_t's as arguments, to draw your lines. Casey epicar at dystopia-mod.com On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: Ben, welcome... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ben Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 9:18 AM Subject: Re: [hlcoders] Drawing crosshair to the screen Thanks for the contribution :) Might come in handy sometime :) On 4/21/05, r00t 3:16 [EMAIL PROTECTED] wrote: I had asked this awhile back and a couple of people had some suggestions like, animated textures etc. Well there isn't many people who know how to do this without using a texture or a font icon. Well CSS does not use a texture or an icon I do not believe because I searched just about every texture file and font file for CSS for a crosshair... Anyways you can draw the lines to the screen and once you get them drawn you can then animate the crosshair to do whatever... Here is the snippet of code so you can at least draw the crosshair to the screen.. (I used CHudZoom to get an idea of how to draw lines to the hud...) (Valve if this is not the best way of going about this let me know) CHudCrosshair::Paint() { // Verticle Reticle -r00t surface()-DrawSetColor( 0,255,0,200 ); surface()-DrawFilledRect(xpos , 287, xpos + 1, 287 + 10 ); surface()-DrawFilledRect(xpos , 297, xpos, 297 + 6 ); surface()-DrawFilledRect(xpos , 303 , xpos + 1, 303 + 10 ); // Horizontal Reticle -r00t surface()-DrawFilledRect( 387 , ypos, 387 + 10, ypos + 1 ); surface()-DrawFilledRect( 397 , ypos, 397 + 6, ypos); surface()-DrawFilledRect(403 , ypos , 403 + 10 , ypos + 1 ); } | This will just a draw | Hopefully someone finds this useful. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
I was wondering if you can give me a clue on how to start. Perhaps you could move one of the functions client side as a demo? I really have no idea how your guys' netcode works or how to begin moving things to the client side. Any hints or links you can give me that may give me a start on how to do this would be greatly appreciated. Thanks. On 12/15/04, Yahn Bernier [EMAIL PROTECTED] wrote: You should be able to make your vehicles as lightweight from a networking point of view in Source as in any other current or next generation engine. You have complete control over how much data is sent for each vehicle and it's generally not too tricky to move lots of logic over to the client to avoid having to network it. In fact, you could make vehicles nearly 100% client side if you so desired. Jay or I are happy to provide specific suggestions on how to reduce bandwidth usage by vehicles/phyics/players/weapons or whatever you run into, but you'll need to formulate a plan so you can ask questions we can give real answers to. I'd love to see someone try to do a 32 vehicle game and we'd be happy to help with any technical issues along the way. Yahn -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crash with my overhead icons, want to make sure i fixed it right.
Hey, So this is a bit of a long shot, but here's the story: I made a hud element that displays icons over your teams head. I have a list of C_BasePlayer pointers, wich i update every OnTick by using a SphereQuery to fetch all teammates around me in a certain radius. Now this worked fine, until we ran some multiplayer test, and people started crashing when others quit. I ran a debugger and found out that my call to GetAttachment (to get the position of an attachment over the head of the player model) was the problem, for some reason, down the line, GetModel() was crashing the whole thing. I figure that it's trying to fetch the player model on a player that is quitting/already gone, so that somehow causes the crash. I added a few safety checks, for IsAlive(), !IsDormant(), but i'm not sure if that's enough. Does anyone know how to, client-side, make sure an entity is still fully connected? Is there any other safety check i should run on my player pointers? I'm asking this because i don't have the manpower (yet) to run a server just to crash it until i find the correct fix, especially since i would have to re-upload the client.dll to each tester every time... Thanks in advance Imperio59 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.10.2 - Release Date: 21/04/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Plugins loaded into the client?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugins loaded into the client?
VAC operates via positive detections, you will only be banned if it finds a cheat. If your plugin is not a cheat (and does not enable cheat functionality) you will be fine. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Thursday, April 21, 2005 4:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugins loaded into the client? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ 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
Re: [hlcoders] Plugins loaded into the client?
What then does it consider a cheat? I mean what if I have something such as server side cheats in my server plugin, such as things offering God Mode to players, but this is only functional for the server, and doesn't modify anything client side? Will it still find it as a positive detection because it changes things associated with cheating but on the server DLL end not the client end? Thanks, Daniel Jennings - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 4:57 PM Subject: RE: [hlcoders] Plugins loaded into the client? VAC operates via positive detections, you will only be banned if it finds a cheat. If your plugin is not a cheat (and does not enable cheat functionality) you will be fine. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Thursday, April 21, 2005 4:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugins loaded into the client? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugins loaded into the client?
If it will give an unfair advantage to a user then it is a cheat. If you are ever in doubt that you are writing a cheat then DON'T load it on your client. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Jennings Sent: Thursday, April 21, 2005 6:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Plugins loaded into the client? What then does it consider a cheat? I mean what if I have something such as server side cheats in my server plugin, such as things offering God Mode to players, but this is only functional for the server, and doesn't modify anything client side? Will it still find it as a positive detection because it changes things associated with cheating but on the server DLL end not the client end? Thanks, Daniel Jennings - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 4:57 PM Subject: RE: [hlcoders] Plugins loaded into the client? VAC operates via positive detections, you will only be banned if it finds a cheat. If your plugin is not a cheat (and does not enable cheat functionality) you will be fine. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Thursday, April 21, 2005 4:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugins loaded into the client? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As a plugin developer, I quite frequently test my server plugins on a local listen server while I'm developing. When I go to play games, though, I'm reminded that the plugin is still there when the plugin's concommands are still accessible. No big deal most the time, but some of the language in the recent Steam announcements about 'cheat detection' make me worry that plugin developers might get penalized for accidentally leaving a random serverplugin_empty DLL in their cstrike/addons folder (since these will load happily into the hl2.exe process). My question: will server plugins be exempt from the detection? If not, since the client is automatically loading the plugin into the process space, is it possible that developers could be penalized for accidentally loading their plugin? Just a random thought, thanks for any input you might have, -Mattie -- ___ 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 ___ 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
Re: [hlcoders] Multiplayer NPCs
Does anybody know where I can get more information about transfering existing code to be client side?? On 12/18/04, Adam amckern Mckern [EMAIL PROTECTED] wrote: i would look at clinet side predctions, and work from there (sorry if this has been answered) things that should be done on the client are animtions, and sounds, while the demage should be sever side, this of course will get harder as you progress to things line gun ships, and striders Adam --- wheaty [EMAIL PROTECTED] wrote: I've been able to get a fully working headcrab in a multiplayer mod (basically copied the npc_headcrab code and spent a while trimming it until it compiled). As it stands right now, *everything* is done on the server side, which isn't exactly optimal. My question is, should I attempt to hack the headcrab into the shared code? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? The all-new My Yahoo! - What will yours do? http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Crash with my overhead icons, want to make sure i fixed it right.
Thanks a ton, i will switch my lookup method to use IClientNetworkable instead of a sphere query, it probably is safer, since i never know exactly if i can trust what's on the client anyways, it has given me a hard time before :p -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.10.2 - Release Date: 21/04/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] View vectors in a hud?
I can not for the life of me figure out how to find out if the person turned left / right / looked up or down. I thought it was GetViewOffset or GetVector or something but I can not remember. Maybe I am just tired r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders