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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