Hallo, Monday, December 30, 2002, 09:48, Ryan "Professional Victim" Desgroseilliers <[EMAIL PROTECTED]> wrote:
> In any case, saving cannot realistically be implemented for some entities, > such as the introductory camera sequence's particle systems, due to > significant portions of the code having to be entirely client-side. If I > could spirit the problem away with a few save/restore macros, I obviously > wouldn't have asked the question in the first place, and would simply have > done that. Yes, that's a problem I ran into with Poke646. As everything happening on the client (e.g. TriAPI) cannot be saved directly, one has to find some way to save and restore them on the server, which often is a pain in the ass. I did not think of intercepting the saving code, but now that you mentioned it, I had a look at the code again. Unfortunately, the only thing happening serverside in a save/restore is that DispatchSave() is called with the entity that should be saved. The engine gets the address of DispatchSave() via the function pointers that are provided within GetEntityAPI(). So, it seems to me that there is really no way of disabling saves, as it's the engine that initiates them - once it calls DispatchSave() for each entity, it's already too late. And I doubt that the hllauncher uses server commands to communicate with the engine, but instead will directly call into the save/reload functions - so no way of preventing them from getting called. -- Sebastian Steinlechner - mailto:[EMAIL PROTECTED] - www.resourcecode.de _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

