Re: [hlcoders] Is there an easy way to get an entity list client side?
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). > > > > ___ > > 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] Is there an easy way to get an entity list client side?
-- [ 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 > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is there an easy way to get an entity list client side?
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 > -- > > ___ > 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] Is there an easy way to get an entity list client side?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Is there an easy way to get an entity list client side?
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
Re: [hlcoders] Can't move when in spectator move.
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. >> >> >-- > >___ >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] Predicted PoseParameters?
-- [ Picked text/plain from multipart/alternative ] Sorry...check out weapon_ar2...I think it has poseparameter prediction -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui_controls.lib -- size
-- [ 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: > 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] Predicted PoseParameters?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't move when in spectator move.
-- [ 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. > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't move when in spectator move.
-- [ 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, > 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] Predicted PoseParameters?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Can't move when in spectator move.
-- [ 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui_controls.lib -- size
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders