Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Tim Holt
Thanks - had just found it :^)

I'm betting this is the basis for what I want to do - i'll just have to do my
own filtering by ent name, distance from query point, etc.

C_BaseEntityIterator iterator;
C_BaseEntity *pEnt;
while ( (pEnt = iterator.Next()) != NULL )
{
pEnt->Simulate();
}

Quoting Scott Loyd <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> ClientEntityList()
> cliententitylist.cpp/.h
>
> On 4/25/06, Tim Holt <[EMAIL PROTECTED]> wrote:
> >
> > I would like to get an entity list for a client HUD element, ideally
> > calling
> > something like FindEntityByClassnameWithin on the client side.  The
> > problem is,
> > this is a server side thingey, so no luck.
> >
> > Any advice on a clean way to do this?   The console "cl_showents" command
> > seems
> > like it would be a good code example/model, but it doesn't seem to be
> > actually
> > implemented anywhere in the SDK (which makes me think it's non-trivial).
> >
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> >
> >
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Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Scott Loyd
--
[ Picked text/plain from multipart/alternative ]
ClientEntityList()
cliententitylist.cpp/.h

On 4/25/06, Tim Holt <[EMAIL PROTECTED]> wrote:
>
> I would like to get an entity list for a client HUD element, ideally
> calling
> something like FindEntityByClassnameWithin on the client side.  The
> problem is,
> this is a server side thingey, so no luck.
>
> Any advice on a clean way to do this?   The console "cl_showents" command
> seems
> like it would be a good code example/model, but it doesn't seem to be
> actually
> implemented anywhere in the SDK (which makes me think it's non-trivial).
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Tim Holt
I was looking at that code actually.  Ideally I'd like a solution that let me
query any kind of entity but I could probably live with specific ones.

Quoting Jason Houston <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> Is this for specific types of entities?
>
> For BG2 I was using messages to change hud data, Tjoppen used this instead
>
> // Global list of client side team entities
> CUtlVector< C_Flag * > g_Flags;
>
>
//=
> // C_Team functionality
>
>
//-
> // Purpose:
>
//-
> C_Flag::C_Flag()
> {
> m_sFlagName[0] = 0;//nullterm just in case
> // Add myself to the global list of team entities
> g_Flags.AddToTail( this );
> }
>
> C_Flag::~C_Flag()
> {
> g_Flags.FindAndRemove( this );
> }
>
>
> We can then use g_Flags anywhere we include the c_flag header.
>
> --
> Draco
> --
>
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Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
Is this for specific types of entities?

For BG2 I was using messages to change hud data, Tjoppen used this instead

// Global list of client side team entities
CUtlVector< C_Flag * > g_Flags;

//=
// C_Team functionality

//-
// Purpose:
//-
C_Flag::C_Flag()
{
m_sFlagName[0] = 0;//nullterm just in case
// Add myself to the global list of team entities
g_Flags.AddToTail( this );
}

C_Flag::~C_Flag()
{
g_Flags.FindAndRemove( this );
}


We can then use g_Flags anywhere we include the c_flag header.

--
Draco
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[hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Tim Holt
I would like to get an entity list for a client HUD element, ideally calling
something like FindEntityByClassnameWithin on the client side.  The problem is,
this is a server side thingey, so no luck.

Any advice on a clean way to do this?   The console "cl_showents" command seems
like it would be a good code example/model, but it doesn't seem to be actually
implemented anywhere in the SDK (which makes me think it's non-trivial).

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Re: [hlcoders] Can't move when in spectator move.

2006-04-25 Thread bloodykenny
I fixed this prior to creating 
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List so I never posted 
a good patch for it, but yea you had to set the spectator to alive or it 
couldn't move.

At 2006/04/25 06:24 PM, Nick wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>I still can't understand why spectator isn't fully implimented in the sdk...
>
>On 4/25/06, Skillet <[EMAIL PROTECTED]> wrote:
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> I don't think it's a problem of the dead flags (though I have had issues
>> working with them in the past), but simply that spectator is not fully
>> implemented in the SDK.
>>
>>
>--
>
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Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Sorry...check out weapon_ar2...I think it has poseparameter prediction

--
ts2do
--

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Re: [hlcoders] vgui_controls.lib -- size

2006-04-25 Thread Scott Loyd
--
[ Picked text/plain from multipart/alternative ]
I don't have the vgui_controls.lib checked into VersionControl, but I put it
in my project with client/server and have client depend on it, so it is
built before any client.dll builds (size doesn't matter here).  I too get
the /LTCG... msg but I haven't messed around with it.

Release Mode:
04/25/2006  05:03 PM11,651,350 vgui_controls.lib
04/25/2006  05:13 PM 3,141,632 client.dll

15MB client.dll?

On 4/25/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> It doesn't matter.
> It was re-linking like that automatically.
> Furthermore, turning it off produced a lib almost identical in size to
> what
> valve released with the SDK, and I would prefer not to have a 15mb client
> dll in release, for something so minor.
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
> -Original Message-
> From: Adam "amckern" Mckern [mailto:[EMAIL PROTECTED]
> Sent: April 24, 2006 9:27 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] vgui_controls.lib -- size
>
> I just add /LTCG in the link command line box - dont
> you want your .LIB to be optimized? I try and make
> everything i work on do...
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Maurino Berry


I don't think you understood the question, but thanks.


From: "Aaron Schiff" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Predicted PoseParameters?
Date: Tue, 25 Apr 2006 16:03:45 -0500

--
[ Picked text/plain from multipart/alternative ]
you can just move the poseparameter the same amount the same amount as the
server...that way the player can hold off lag for the next server update
(synced parameters)

--
ts2do
--

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Re: [hlcoders] Can't move when in spectator move.

2006-04-25 Thread Nick
--
[ Picked text/plain from multipart/alternative ]
I still can't understand why spectator isn't fully implimented in the sdk...

On 4/25/06, Skillet <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I don't think it's a problem of the dead flags (though I have had issues
> working with them in the past), but simply that spectator is not fully
> implemented in the SDK.
>
>
--

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Re: [hlcoders] Can't move when in spectator move.

2006-04-25 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I don't think it's a problem of the dead flags (though I have had issues
working with them in the past), but simply that spectator is not fully
implemented in the SDK.

On 4/25/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The facts: Spectator mode when I join the spectator team works flawlessly,
> but when I start playing my mod and die, the spectator camera gets stuck
> on
> my corpse and won't let me move at all. I can change spectator mode, even
> to
> first person view, but the camera doesn't move from that place.
>
> My first guess was that the problem is caused by one of the dead/alive
> flags
> that the game sets (mainly m_iLifeState and pl.deadflag), but I have tried
> debugging _everything_ involving those two variables ( specially the
> IsDead() function in CGameMovement and the CanAccelerate() one ) and it
> still won't work.
>
> Does anybody have any ideas on what might be wrong? More specifically,
> what
> are the dead flags that must be set so spectator mode works flawlessly? Or
> that doesn't matter at all and I'm just heading the wrong way?
>
> Any input is welcome, thanks in advance.
>
> --
> Vincent "Tanoku" Martí
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
you can just move the poseparameter the same amount the same amount as the
server...that way the player can hold off lag for the next server update
(synced parameters)

--
ts2do
--

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[hlcoders] Can't move when in spectator move.

2006-04-25 Thread Vicent Marti
--
[ Picked text/plain from multipart/alternative ]
The facts: Spectator mode when I join the spectator team works flawlessly,
but when I start playing my mod and die, the spectator camera gets stuck on
my corpse and won't let me move at all. I can change spectator mode, even to
first person view, but the camera doesn't move from that place.

My first guess was that the problem is caused by one of the dead/alive flags
that the game sets (mainly m_iLifeState and pl.deadflag), but I have tried
debugging _everything_ involving those two variables ( specially the
IsDead() function in CGameMovement and the CanAccelerate() one ) and it
still won't work.

Does anybody have any ideas on what might be wrong? More specifically, what
are the dead flags that must be set so spectator mode works flawlessly? Or
that doesn't matter at all and I'm just heading the wrong way?

Any input is welcome, thanks in advance.

--
Vincent "Tanoku" Martí
--

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RE: [hlcoders] vgui_controls.lib -- size

2006-04-25 Thread Tony \"omega\" Sergi
It doesn't matter.
It was re-linking like that automatically.
Furthermore, turning it off produced a lib almost identical in size to what
valve released with the SDK, and I would prefer not to have a 15mb client
dll in release, for something so minor.

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
-Original Message-
From: Adam "amckern" Mckern [mailto:[EMAIL PROTECTED]
Sent: April 24, 2006 9:27 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] vgui_controls.lib -- size

I just add /LTCG in the link command line box - dont
you want your .LIB to be optimized? I try and make
everything i work on do...



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