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 > > > > > > > > > > > > > __________________________________________________ > > > Do You Yahoo!? > > > Send your FREE holiday greetings online! > > > http://greetings.yahoo.com > > > _______________________________________________ > > > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders