[hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. Thanks, Josh -- __

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. If I am not m

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Steven Guy
c_baseplayer is the client version of cbaseplayer, there's no reason that you would want to have it's functions run on the server. From: "Josh" <[EMAIL PROTECTED]> Reply-To: [EMAIL PROTECTED] To: <[EMAIL PROTECTED]> Subject: [hlcoders] Using c_baseplayer in a server

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
CBaseEntity too? That wouldnt be nice, because some functions are only accessible through this class. To valve: will we get updated headers, when CBaseEntity will be changed in the future? Greets Ronny But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntit

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Alfred Reynolds
Schedel Sent: Thursday, December 09, 2004 11:05 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Using c_baseplayer in a server plugin > CBaseEntity too? That wouldnt be nice, because some functions are > only accessible through this class. > > To valve: will we get updated h

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
These are bad news :\ So, how can I change the velocity of a player without class access? Greets Ronny Yes, we can (and probably will) update it class definition. We may even have different versions between our own internally released games. Assuming its definition matches the SDK is dangerous. -

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Skyler York
Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be able to use. An additional call to interfaceFactory with that interface version could g

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jay Stelly
> However this goes back to the point made before where the > implementation might change and you can't rely on it. > However there is no useful interface equivalent for entities, > so worse come to worst you simply rebuild the plug-in come an > update to the base entity. No. CBaseEntity can be c

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
The new interface system is an easy way in handling, but it seems, there are much lesser functions that we can use than in HL1. All what I can do is the usual boring stuff: show some text messages and emit sounds (must be luck that this wasnt ripped out too...). All the cool stuff like create new e

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Marcelo Bezerra
It will not work. You will get into a linker hell if you try. :( Skyler York wrote: Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be able

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
I got it working, but it would be a pain, if they change the class in the future. Better forget to try it... Greets Ronny It will not work. You will get into a linker hell if you try. :( Skyler York wrote: Actually, this might be possible. The example plug-in simply doesn't get the interface you

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM & CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey "botman"

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
I need :) - Set/Get players origin - Set/Get players velocity - create, spawn + alter entities (models, sizes, etc) - if user messages could change: add functions to get rid of UserMessageBegin etc - TakeDamage (+/-) - weapon access It would be nice if we had a place to add our wishes. Greets Ronny

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Don Alvarez
Ronny's list looks like a good start to me, too. -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Thursday, December 09, 2004 2:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Using c_baseplayer in a server plugin I

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
The whole metamod functionality would be a good beginning. Greets Ronny Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM & CS:S. That's easy. EVERYTHING! Every member variable of every class sho

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Skyler York
Well heh, not necessarily everything, but a nice start would be a basic interface for the common objects a plug-in would need access to - entities, players, weapons, etc. Obviously what we consider "common" is subjective but I think we can all agree on entities and players for starters. Things th

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
Jeffrey "botman" Broome wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM & CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
Everything that botman just said is needed A LOT Also, being able to send messages to clients that create effects, such as messages that were in the const.h in HL1. I see these exist in the te_*.cpp files, but it's not possible for us to use. It just seems like our capabilities are SEVERLY l

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Napier, Kevin
to launch ( a year ago for that matter) but things just didn't work out that way. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Josh Sent: Thursday, December 09, 2004 7:57 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Using c_baseplayer in

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Josh
riginal Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin Sent: Thursday, December 09, 2004 10:26 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Using c_baseplayer in a server plugin Josh, Give it time, seems like the current release(s) are still quite a w

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Marcelo Bezerra
Possibly with generic methods so the interface does cover mod specific properties. Something in the lines of SetInt(char *propertieName, int value) and so on... On Thu, 2004-12-09 at 16:24 -0600, Jeffrey "botman" Broome wrote: > Jay Stelly wrote: > > > > You should let us know what data you are

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Nicholas Rhead
--- "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]> wrote: > But you shouldn't actually be accessing these at > all since MOD authors > can change the CBaseEntity, CBasePlayer, etc. > classes and add/remove > member variables or functions without your > knowledge. You will assume > you know what

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Jeffrey \"botman\" Broome
Nicholas Rhead wrote: But shouldn't the mod authors be extended those classes rather than modifying them directly? And if they do that will just mean we would have to recode our server plugins. If you expose code to MOD authors, you can bet that some of them will change it. Gooseman should have use

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-12 Thread Florian Zschocke
Jeffrey \"botman\" Broome wrote: > > Gooseman should have used the entvars_t 'team' variable for teams in > Counter-Strike, but he didn't do this. Instead he decided to add the > team to the CBasePlayer class (I presume), making it inaccessible to > metamod plugin authors. > > Just because coders