I should have described the problem a bit better. I did do that, which
means it compiles fine on the server side of things. But as soon as I
compile it on the client workspace, it spits out errors about redefinitions
of Vector2D, etc... I've tried just getting the cl_enginefuncs_s structure
definition alone, but I haven't had much luck.

- Varlock

----- Original Message -----
From: "omega" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December 21, 2001 10:47 PM
Subject: Re: [hlcoders] Server/Client CVAR Problems


> #ifdef CLIENT_DLL
> #include header
> #endif
>
> -omega
> Blackened Interactive
> http://www.nofadz.com/blackened
> IRC: irc.gamesnet.net channel: #blackened-interactive
> Assistant Coder, Underhive (http://www.underhive.com)
>
> ----- Original Message -----
> From: "Varlock" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, December 22, 2001 1:25 AM
> Subject: Re: [hlcoders] Server/Client CVAR Problems
>
>
> >     Unfortunately, I can't use gEngfuncs in shotgun.cpp or crossbow.cpp
> > because it isn't defined. If I try to include the correct header (hud.h
or
> > cl_dll.h), then I get a whole bunch of errors. Any ideas on how I would
be
> > able to use gEngfuncs here?
> >
> > - Varlock
> >
> > ----- Original Message -----
> > From: "Reedbeta" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Friday, December 21, 2001 8:40 PM
> > Subject: Re: [hlcoders] Server/Client CVAR Problems
> >
> >
> > > Simple.  On the client, just use
> > gEngfuncs.pfnGetCvarFloat("mp_aquashotgun").
> > > This is, in fact, exactly what the CVAR_GET_FLOAT macro does on the
> > server, so
> > > you could do something like this:
> > >
> > > #ifdef CLIENT_DLL
> > >      #define CVAR_GET_FLOAT(s) (gEngfuncs.pfnGetCvarFloat(s))
> > > #endif
> > >
> > > and then use your existing code.
> > >
> > > --- Varlock <[EMAIL PROTECTED]> wrote:
> > > >     I've got a bit of a problem. I'd like to add a new CVAR to
> Half-Life
> > > > called "mp_aquashotgun". If it's 0, you can't fire the shotgun under
> > water
> > > > (like normal). If it's anything else (ie. 1), then you CAN shoot the
> > shotgun
> > > > underwater. So, I define my CVAR in game.cpp like so:
> > > >
> > > > cvar_t mp_aquashotgun = { "mp_aquashotgun", "0", FCVAR_SERVER };
> > > >
> > > >     Then I register it later on in the file:
> > > >
> > > > CVAR_REGISTER( &mp_aquashotgun );
> > > >
> > > >     Now I need to actually use it somewhere, so I open up
shotgun.cpp
> > and in
> > > > the PrimaryAttack function, I add an additional check to the
> waterlevel
> > > > statement:
> > > >
> > > > if (m_pPlayer->pev->waterlevel == 3 && CVAR_GET_FLOAT(
> "mp_aquashotgun")
> > ==
> > > > 0)
> > > >
> > > >     Well, the problem is that the *client* can't access
> "mp_aquashotgun"
> > so
> > > > if I leave this code as it is, the game will freeze as soon as you
try
> > to
> > > > fire the shotgun under water. I messed around with it for awhile and
> > rewrote
> > > > the code to use #ifdef CLIENT_DLL and such, but the best I could do
> was
> > > > actually have it fire under water but none of the effects would
play.
> Of
> > > > course... client side weapons. I think that's what's causing the
> > problem.
> > > >     So the question is, how can I access my CVAR on the client?
> > > >
> > > > - Varlock
> > > >
> > >
> > >
> > > __________________________________________________
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