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


_______________________________________________ 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







_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Reply via email to