You thought about using g_engfuncs.pfnSetClientMaxSpeed() ?

It works nicely.
I think that's the name of it offhand anyway.
Something like that.


-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: January 2, 2003 1:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] sv_maxspeed

Yep, that's what I did in my mod to allow a class of players to run
faster.
It works nice. If you want, I could give you some piece of code.

      - Cortex : HL ALBATOR coder & mapper
      - [EMAIL PROTECTED] & ICQ : 71548738

Rob Harwood wrote:
> It may be possible to make the movement code simply ignore the
> sv_maxspeed value, look in pm_shared.c, it makes references to this
> value which could be hardcoded.
>
> regards,
>
> Rob Harwood.
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of botman
> Sent: 02 January 2003 16:51
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] sv_maxspeed
>
>> Is it possible to hard code it to a value, so it can't be changed?
>
> Not really, but you can keep setting it to a value that you want it to
> be.
> If you set this value every 1.0 seconds, a server operator can change
> the
> server value to a higher or lower number and clients will use that
> value for
> a brief period of time (until your code resets the value back to what
> you
> want it to be).  It's a pretty ugly hack, but there's no simple way to
> intercept the console changing this server CVAR.
>
> Jeffrey "botman" Broome
>
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