Maybe I'm taking the wrong approach...
I want to render a sword trail for any clients
that have the iuser3 variable set...but this trail should
only be rendered when his sword is swinging.
So, in SetAnimation I set iuser3 to a value, and when the animation
end, I reset it.

All that is sent is 1 bit from iuser3 (specified in the delta.lst file).

There is no way information like this is available to all clients without
having the server transmit this information via messages?

Georges

----- Original Message -----
From: "Dynerman David M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 26, 2002 3:00 PM
Subject: RE: [hlcoders] Accessing another client's iuser variable


> What you're proposing defeats the point of the client-specific (i.e.
> *user*) variables.
>
> Might as well just maintain the values on the server and transmit to all
> clients.
>
> david
>
> -----Original Message-----
> From: Georges Giroux [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, March 26, 2002 1:51 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Accessing another client's iuser variable
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello,
>
> I need some help or advice...this is my problem:
> -Two clients, client A, client B.
> -1 server
>
> -On the server, iuser3 for client A is set to 55 (for example)
> -On the server, iuser3 for client B is set to 45 (for example)
>
> When client A receives entity information, I'd like to be able to access
> client B's iuser3 variable as well. The problem is, it is always set to
> 0!
> Client A's own iuser3 is properly sent (delta.lst, etc etc) as well
> as Client B's own iuser3. It's just from Client A I want to access
> Client B's iuser3 in these two functions (in cl_dll\entity.cpp):
>
> HUD_ProcessPlayerState
> HUD_TxferPredictionData
>
> Any ideas/suggestions?
>
> Georges
>
> --
>
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