Ok maybe i should clear somethings up a bit the code is actually in the
original SDK and it does send data to client.dll so it can display the
data that is Name, Health and Armor
here is the original code:
if (pEntity->Classify() == CLASS_PLAYER )
{
newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor: %i3%%" );
// allies and medics get to see the targets health
if ( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE )
{
newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 * (pEntity->pev->health /
pEntity->pev->max_health);
newSBarState[ SBAR_ID_TARGETARMOR ] = pEntity->pev->armorvalue; //No
need to get it % based since 100 it's the max.
m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
}
so i need to change this code to make it so that it sends the monster
targetname as name i already made another copy of this code and changed
the CLASS_PLAYER to CLASS_PLAYER_ALLY_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

