You can always check the sequence number on the client, in the model
rendering code for that player. If it's set to your animation you can just
tag that player as swinging the sword and do your magic trail thingy =).

-----Original Message-----
From: Georges Giroux [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, March 26, 2002 12:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Accessing another client's iuser variable


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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