thank you very much
----- Original Message -----
From: "Adrian Finol" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 16, 2004 11:04 PM
Subject: RE: [hlcoders] client side PVS/PAS ent question
> 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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