What is a PVS/PAS? Dave
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol Sent: Sunday, May 16, 2004 11:04 PM To: [EMAIL PROTECTED] 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

