Try this:
//returns true if the player is in the same PVS
bool CheckPVS(int iPlayerIndex)
{
cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
cl_entity_t *pPlayer;
pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );
if( pPlayer == NULL || pLocalPlayer == NULL )
return false;
if( pPlayer->curstate.messagenum <
pLocalPlayer->curstate.messagenum )
return false;
return true;
}
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
Sent: Sunday, May 16, 2004 7:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] client side PVS/PAS ent question
When it comes to reading players into cl_entity structs, is there any
simple way to check if the players in question are in the local players
PVS/PAS ?
I ask because I'm doing alot of things client side such as blood trails
and laser beams and last time around i ran into a big problem where
blood and laser beams would come out at random areas because the
client.dll's locations for these players wasn't updated.
Regards,
Josh
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