> Yes, which gives me the the server side fields needed to send the > message. Doesn't help me to generate the effect on he client side, > AFAICT. Where on the client side are the SVC_TEMPENTITY type message > picked up and handled? Once I've found that, then I can locate how the > various TE_* effects are created, but I'm starting to think those > messages are handled in the engine, and the client doesn't see them... > > ----------- > Cruise
"Where on the client side are the SVC_TEMPENTITY type message picked up and handled?" They are in the engine. You don't have access to the temporary entity effects code. You can look through the Quake I source code (ftp.idsoftware.com) to see how the original Quake I TE_ effects were done. You send the TE_ network messages from the server to the client using MESSAGE_BEGIN(), WRITE_BYTE(), WRITE_LONG(), MESSAGE_END(), etc. There are examples in the SDK source code of sending temporary entity effects to the client. Just do a case sensitive search for "TE_" to find them. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

