Potentially Visible Set/Potentialy Audible Set
Basically, the areas that the VIS part of compilation breaks the map up into.
David Fencik wrote:
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
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