[hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Niclas
--
[ Picked text/plain from multipart/alternative ]
I changed the player hull and view to very low
and now it seems like I cant hit the model over that hull
(projectiles go right through)
even though that the hitboxes cover the whole model (custom model).


- Nic2
--

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[hlcoders] Code File Structure

2007-01-10 Thread Kenneth Arcieri

Greetings,

I apologize in advance for this newbie question, but I cannot seem to
find this information anywhere.  With all of these files provided for
the source engine where can one find an explanation for each of the
files and the functions provided in the files?  Does one not need this
to mod?

Thanks!
Kenny

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Re: [hlcoders] Code File Structure

2007-01-10 Thread Tony \omega\ Sergi
--
[ Picked text/plain from multipart/alternative ]
which files are you referring to specifically?

On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote:

 Greetings,

 I apologize in advance for this newbie question, but I cannot seem to
 find this information anywhere.  With all of these files provided for
 the source engine where can one find an explanation for each of the
 files and the functions provided in the files?  Does one not need this
 to mod?

 Thanks!
 Kenny

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Re: [hlcoders] Code File Structure

2007-01-10 Thread Nate Nichols

In general, there isn't a magic webpage or manual that says things
like If you want to mod the crossbow, its source files are x.cpp,
y.cpp, and z.h
As you spend time with the code, though, you'll eventually develop
some kind of intuition about where files/functionality are probably
located.  Visual Studio also has a lot of nice features (Go to
definition, Go to declaration, etc.) that can make navigating the
source easier.

Good luck,
Nate

On 10/01/07, Tony omega Sergi [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
which files are you referring to specifically?

On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote:

 Greetings,

 I apologize in advance for this newbie question, but I cannot seem to
 find this information anywhere.  With all of these files provided for
 the source engine where can one find an explanation for each of the
 files and the functions provided in the files?  Does one not need this
 to mod?

 Thanks!
 Kenny

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 please visit:
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Re: [hlcoders] Code File Structure

2007-01-10 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
You've probably already done this, but be sure to check the wiki:
http://developer.valvesoftware.com/wiki/SDK_Docs

Sometimes specific functions are explained (i.e.
http://developer.valvesoftware.com/wiki/ShellExecute).

Also search forums, these 2 are my favorites:
http://www.chatbear.com/board.plm?a=boardlistingb=4986
http://www.hl2coding.com/forums/index.php

On 1/10/07, Nate Nichols [EMAIL PROTECTED] wrote:

 In general, there isn't a magic webpage or manual that says things
 like If you want to mod the crossbow, its source files are x.cpp,
 y.cpp, and z.h
 As you spend time with the code, though, you'll eventually develop
 some kind of intuition about where files/functionality are probably
 located.  Visual Studio also has a lot of nice features (Go to
 definition, Go to declaration, etc.) that can make navigating the
 source easier.

 Good luck,
 Nate

 On 10/01/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  which files are you referring to specifically?
 
  On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote:
  
   Greetings,
  
   I apologize in advance for this newbie question, but I cannot seem to
   find this information anywhere.  With all of these files provided for
   the source engine where can one find an explanation for each of the
   files and the functions provided in the files?  Does one not need this
   to mod?
  
   Thanks!
   Kenny
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
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  --
  -omega
  --
 
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Re: [hlcoders] Code File Structure

2007-01-10 Thread John Sheu
On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote:
 In general, there isn't a magic webpage or manual that says things
 like If you want to mod the crossbow, its source files are x.cpp,
 y.cpp, and z.h
 As you spend time with the code, though, you'll eventually develop
 some kind of intuition about where files/functionality are probably
 located.  Visual Studio also has a lot of nice features (Go to
 definition, Go to declaration, etc.) that can make navigating the
 source easier.

In my experience, nothing beat experience.

-John Sheu

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Re: [hlcoders] Code File Structure

2007-01-10 Thread Kenneth Arcieri

On 1/10/07, John Sheu [EMAIL PROTECTED] wrote:

On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote:
 In general, there isn't a magic webpage or manual that says things
 like If you want to mod the crossbow, its source files are x.cpp,
 y.cpp, and z.h
 As you spend time with the code, though, you'll eventually develop
 some kind of intuition about where files/functionality are probably
 located.  Visual Studio also has a lot of nice features (Go to
 definition, Go to declaration, etc.) that can make navigating the
 source easier.

In my experience, nothing beat experience.

-John Sheu



I agree with the experience comment.  I guess it is just a little
overwhelming to open up the source code directory and have 15
directories that naming structure isn't well done.  Maybe I'm wrong,
but I find it confusing.

-Kenneth Arcieri

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Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Minh

I believe any hitbox that lies outside of the player's hull cannot be hit. I
am pretty sure you must keep your hitboxes inside of the hull. So you cannot
make your hull too small or else the traceline will not detect the hitbox.


- Original Message -
From: Niclas [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 10, 2007 2:44 AM
Subject: [hlcoders] Player HULL vs HIT BOXES



--
[ Picked text/plain from multipart/alternative ]
I changed the player hull and view to very low
and now it seems like I cant hit the model over that hull
(projectiles go right through)
even though that the hitboxes cover the whole model (custom model).


- Nic2
--

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RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Jay Stelly
Hitboxes are only tested when the ray/box trace intersects the
surrounding bounds of the entity.  For players the surrounding bounds
are simply the collision hull in world space.  In your case that won't
work so you'll need to modify the surrounding bounds.  I just wrote a
page on the wiki that should answer your question:

http://developer.valvesoftware.com/wiki/CollisionProperty

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Wednesday, January 10, 2007 11:01 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Player HULL vs HIT BOXES

 I believe any hitbox that lies outside of the player's hull
 cannot be hit. I am pretty sure you must keep your hitboxes
 inside of the hull. So you cannot make your hull too small or
 else the traceline will not detect the hitbox.


 - Original Message -
 From: Niclas [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 10, 2007 2:44 AM
 Subject: [hlcoders] Player HULL vs HIT BOXES


  --
  [ Picked text/plain from multipart/alternative ] I changed
 the player
  hull and view to very low and now it seems like I cant hit
 the model
  over that hull (projectiles go right through) even though that the
  hitboxes cover the whole model (custom model).
 
 
  - Nic2
  --
 
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Re: [hlcoders] Code File Structure

2007-01-10 Thread Nick

Hard work and determination beats experience hands down.

On 1/10/07, John Sheu [EMAIL PROTECTED] wrote:

On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote:
 In general, there isn't a magic webpage or manual that says things
 like If you want to mod the crossbow, its source files are x.cpp,
 y.cpp, and z.h
 As you spend time with the code, though, you'll eventually develop
 some kind of intuition about where files/functionality are probably
 located.  Visual Studio also has a lot of nice features (Go to
 definition, Go to declaration, etc.) that can make navigating the
 source easier.

In my experience, nothing beat experience.

-John Sheu

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Re: [hlcoders] Code File Structure

2007-01-10 Thread John Sheu
On Wednesday 10 January 2007 1:57 pm, Nick wrote:
 Hard work and determination beats experience hands down.

Well, generally, hard work and determination lead to experience...

-John Sheu

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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-10 Thread James Smith
--
[ Picked text/plain from multipart/alternative ]
Not the ideal alternative, but I guess I might have to use it. Can I still
build the sdk from the command line with this Express version? I really
detest the IDE itself.

Thanks,
Sunblaze

On 1/9/07, Jed [EMAIL PROTECTED] wrote:

 Use the free Visual Studio Express 2005 if you want a cost free way of
 compiling.

 Assuming thats why your using MINGW

 - Jed

 On 10/01/07, James Smith [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Thanks for the quick reply. Hmm. So what's the alternative? Write the
 client
  and server dll's from scratch? Can that even be done?
 
  On 1/9/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  
   James Smith wrote:
--
[ Picked text/plain from multipart/alternative ]
I've been playing around with the source sdk and have been trying to
   compile
it with MinGW and MSYS. Most of the compile errors I encounter are
 from
   the
pre-processor directives identifying that _WIN32 must mean I'm
 compiling
with an MS compiler, which I have to modify and add a smarter check
 to.
Although I think those problems are just the tip of the iceberg. So
 I
   was
wondering if other's have looked into building a release that's a
 bit
   more
compatible MinGW and other alternative compilers and
 ultimately(IDEs).
   I'm
pretty new to the scene so I don't know if I'm asking a question
 other's
have already answered or not.
  
   You will have more problems during linking than you did during
   compiling.  The compiled game code that you create must link against
   libraries that you don't have the source code to (for example the
 VGUI2
   library).  These libraries use Microsoft C++ name mangling for
 exporting
   function names and unfortunetly, this name mangling isn't compatible
   with any other compiler/linker.  You can not convert the MSVC
 libraries
   easily to COFF format (or any other linker format) without having
 access
   to the source code to rebuild the libraries.
  
   Even if you can get everything to compile, you won't be able to link
   everything to generate the final DLL(s).  Good luck!  :)
  
   --
   Jeffrey botman Broome
  
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RE: [hlcoders] Linux DS Build problem

2007-01-10 Thread Ben Everett
Just tacking onto this thread... compiling my mod on linux and attempting to
run it causes a seg fault. When attaching GDB and doing a stack trace I get
the following:
#0  0x in ?? ()
#1  0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so
#2  0x02cfaeaf in CAppSystemGroup::Run () from bin/engine_i686.so
#3  0x02bf9e1f in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
#4  0x0028328a in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i686.so
#5  0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#6  0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#7  0x00283668 in main () from bin/dedicated_i686.so
#8  0x0804909e in main ()

Any clues?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Sunday, January 07, 2007 8:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Linux DS Build problem

--
[ Picked text/plain from multipart/alternative ]
I downloaded one of the fedora images from
http://www.thoughtpolice.co.uk/vmware/
and used yum to install a couple other items I needed.

Was really quick and painless.



On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote:

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

 The idea is good, the only problem is my image is 20GB, so its a little to
 much. But i can show
 some link about tutorial how to setup it if poeples are interested.

 First you need Linux Slackware 11! Download the dvd image (3 GB)

 http://www.slackware.com/getslack/torrents.php
 http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent

 I used bittorrent, the 3 GB taked 3-4 hours to get

 Installing Slackware 11 over VMWare (you need VMWare)

 http://howtoforge.org/slackware11_vmware_windows_xp

 Then you need to install VMWare Tools to speedup the graphic and mouse
 driver

 http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html

 but read this first

http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-r
c0-d-rc6-d-problem.html

 Installing srcds_l

 http://forums.srcds.com/viewtopic/1139

 The only remaining thing is to install Xerces

 http://xml.apache.org/xerces-c/download.cgi

 Before executing the makefile you need to mount a drive over source sdk
 where the real source is using samba and add env var

 mount -t smbfs -o username=xxx,password=xxx
 //xp_computer_name/shared_network_drive_on_src /mnt
 export LD_LIBRARY_PATH=.:/bin:./bin
 ldconfig

 So what i have done is i have added another section in the makefile that
 do the job for you. At the makefile end
 after the check: ... add config: and add the 3 lines (mount, export,
 ldconfig)

 Before you compile the mod, just call make config then make

 You also need to configurate your linux makefile using the correct path

 With this linux version (Slackware11) GCC are already fine, so you dont
 need to worry about the version to use.
 And over windows XP its very fast.

 Regards

 - Original Message -
 From: Benjamin Davison [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, January 07, 2007 9:28 AM
 Subject: Re: [hlcoders] Linux DS Build problem


  --
  [ Picked text/plain from multipart/alternative ]
  Just throwing out an idea here, I think it would be good if there was
 just
  some vmware or VPC image that was already setup with all the perquisites
 and
  we could just drop the source code in a folder and it would be all ready
  togo.
 
  I would do this myself but I have no idea how to compile the SDK for
 linux
  :)
 
  On 1/6/07, Sylvain Rochette [EMAIL PROTECTED] wrote:
 
  Yeah Alfed helped me the last day, i finally installed a new linux
 version
  Slackware 11 with vmware on my xp and now everything work fine.
 
  - Original Message -
  From: [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com
 
  Sent: Saturday, January 06, 2007 6:41 PM
  Subject: Re: [hlcoders] Linux DS Build problem
 
 
  I saw a vcpm crasher on an older version of linux that had an
  pre-requirements version of glibc in the lib path.  It's probably
  something
  like that, if not that exact issue.  See the SDK Linux wiki page.
 
  At 2007/01/05 01:42 PM, Sylvain Rochette wrote:
  Ok done, i downloaded the latest source from public/utils and builded
  vcpm.
  
  I still got the same error when building my mod
  
  make: *** [mod] Segmentation fault
  
  
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, January 05, 2007 1:41 PM
  Subject: RE: [hlcoders] Linux DS Build problem
  
  
  Try rm ./vcpm  make vcpm and then run your make again.
  
  Sylvain Rochette wrote:
  I having hard time to build the linux version of our mod.
  
  One year ago, the linux build was building fine, but we did not use
  the
  linux the last year (2006).
  With the big sdk update from the last summer, stuff 

Re[2]: [hlcoders] Networking Entity, Client = Server Communication

2007-01-10 Thread Freddy
--
[ Picked text/plain from multipart/alternative ]
Thx for you answer Jonathan is was help full :-)

I only have a last question.
Is there a way to check if the client-side entity belongs to the server-side 
entity, because there are more, than one of this entity in a game. Is there 
something like an EntityID which is different for each instance, but equal for 
the client- and server- entity?

Thx again
Freddy :-)



--
Best regards,
 Freddymailto:[EMAIL PROTECTED]
Wednesday, January 10, 2007, 7:23:12 AM, you wrote:

JM --
JM [ Picked text/plain from multipart/alternative ]
JM Oh.. And to answer your first question, no, there is one entity on the
JM server and one on each client. The clients entities are there as local
JM copies of the server entity.

JM On 1/10/07, Jonathan Murphy [EMAIL PROTECTED] wrote:

 When a client touches the trigger, send a message (using UserMessageBegin)
 to the client (using CSingleUserRecipientFilter). Sending data the other way
 (to the server) is only done through console commands (probably what you
 should use but I'll leave it to you to decide how) or modifying the players
 CUserCmd ( usercmd.h/.cpp). Both need to be moderated on the server to
 avoid exploitation though.

 Hope this has been somewhat helpful, GL. :)

 On 1/10/07, Freddy [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hi all,
  I'm a long time reader but a first time writer, I know this was
  discussed many times before but I still have some questions.
 
  First of all I have a very basic question. If I have an Entity that has
  a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are
  more than one client connected to the game, how many Objekts exists from 
  the
  server-side part? Only one CMyEntity on the server and on every Client a
  C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist?
 
  My situation in short is as follows, a player activates a trigger, the
  trigger fires on my server-entity, this has to send a message to the
  client-side of the entity, there it will do something and sends back a msg
  to the server-side entity, which fires an output.
 
  I think I'm pretty sure that a trigger can't fire on a client-side
  entity, that's why I have to catch it on the server-side. The next thing is
  that I only want to send a notice to the player who caused the firing of 
  the
  trigger. I know I can get the C_BasedEntity pointer from the inputdata from
  the parameter of the Inputmethod. But I didn't found anything like
  GetEntityID, GetClientID or something that, that I could use to compare on
  the client-side to make sure that this msg is handled on the right client.
  Atm I'm using network variables, but I always have to check if the
  server has send something, so I would like to use a ClientCmd, but I don't
  know if every client will get this commend or  even if there is a better
  way.
  I hope you can help me.
 
  Cheers
  Freddy
  --
 
 
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 --
 Lead Programmer for Resistance and Liberation
 www.resistanceandliberation.com




JM --
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JM www.resistanceandliberation.com
JM --

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RE: [hlcoders] Linux DS Build problem

2007-01-10 Thread Ben Everett
 [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, January 05, 2007 1:41 PM
  Subject: RE: [hlcoders] Linux DS Build problem
  
  
  Try rm ./vcpm  make vcpm and then run your make again.
  
  Sylvain Rochette wrote:
  I having hard time to build the linux version of our mod.
  
  One year ago, the linux build was building fine, but we did not use
  the
  linux the last year (2006).
  With the big sdk update from the last summer, stuff probably
 changed.
  But i
  am not sure if its related to that (i think not)
  
  Here the error, i am not sure if its related to the parsing with
  hl_sdk or
  its because i really miss the compiler. But i did not
  change anything on this computer, the last time i open it (one year
  ago) was
  to compile the mod and was working fine.
  
  make
  
  if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.;
  exit; fi
  
  if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
  /home/srochette/srcds_l/ii/src/linux_ii;fi
  
  cd /home/srochette/srcds_l/ii/src/linux_ii
  
  if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi
  
  if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .;
 fi
  
  ./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj
  
  make: *** [mod] Segmentation fault
  
  
  
  
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Re: Re[2]: [hlcoders] Networking Entity, Client = Server Communication

2007-01-10 Thread Jonathan Murphy
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[ Picked text/plain from multipart/alternative ]
Yes, the entity index which you can retrieve by entindex() in CBaseEntity.

On 1/11/07, Freddy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Thx for you answer Jonathan is was help full :-)

 I only have a last question.
 Is there a way to check if the client-side entity belongs to the
 server-side entity, because there are more, than one of this entity in a
 game. Is there something like an EntityID which is different for each
 instance, but equal for the client- and server- entity?

 Thx again
 Freddy :-)



 --
 Best regards,
 Freddymailto:[EMAIL PROTECTED]
 Wednesday, January 10, 2007, 7:23:12 AM, you wrote:

 JM --
 JM [ Picked text/plain from multipart/alternative ]
 JM Oh.. And to answer your first question, no, there is one entity on the
 JM server and one on each client. The clients entities are there as local
 JM copies of the server entity.

 JM On 1/10/07, Jonathan Murphy [EMAIL PROTECTED] wrote:
 
  When a client touches the trigger, send a message (using
 UserMessageBegin)
  to the client (using CSingleUserRecipientFilter). Sending data the
 other way
  (to the server) is only done through console commands (probably what
 you
  should use but I'll leave it to you to decide how) or modifying the
 players
  CUserCmd ( usercmd.h/.cpp). Both need to be moderated on the server to
  avoid exploitation though.
 
  Hope this has been somewhat helpful, GL. :)
 
  On 1/10/07, Freddy [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Hi all,
   I'm a long time reader but a first time writer, I know this was
   discussed many times before but I still have some questions.
  
   First of all I have a very basic question. If I have an Entity that
 has
   a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there
 are
   more than one client connected to the game, how many Objekts exists
 from the
   server-side part? Only one CMyEntity on the server and on every
 Client a
   C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity
 exist?
  
   My situation in short is as follows, a player activates a trigger,
 the
   trigger fires on my server-entity, this has to send a message to the
   client-side of the entity, there it will do something and sends back
 a msg
   to the server-side entity, which fires an output.
  
   I think I'm pretty sure that a trigger can't fire on a client-side
   entity, that's why I have to catch it on the server-side. The next
 thing is
   that I only want to send a notice to the player who caused the firing
 of the
   trigger. I know I can get the C_BasedEntity pointer from the
 inputdata from
   the parameter of the Inputmethod. But I didn't found anything like
   GetEntityID, GetClientID or something that, that I could use to
 compare on
   the client-side to make sure that this msg is handled on the right
 client.
   Atm I'm using network variables, but I always have to check if the
   server has send something, so I would like to use a ClientCmd, but I
 don't
   know if every client will get this commend or  even if there is a
 better
   way.
   I hope you can help me.
  
   Cheers
   Freddy
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 JM --
 JM Lead Programmer for Resistance and Liberation
 JM www.resistanceandliberation.com
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