You rule, thanx ;-)
- Frank
--
Citeren Lance Vorgin <[EMAIL PROTECTED]>:
] Assuming you're starting from the empty server plugin, first include
] /src/tier1/bitbuf.cpp into your project, then add this somewhere
]
] #include "IRecipientFilter.h"
] #include "bitbuf.h"
] #include "shake.h"
]
] class CNewRecipientFilter : public IRecipientFilter {
] private:
] CUtlVector<int> m_vRecipients;
]
] public:
] virtual bool IsReliable() const { return true; }
] virtual bool IsInitMessage() const { return false; }
]
] virtual int GetRecipientCount() const { return m_vRecipients.Count(); }
] virtual int GetRecipientIndex(int iSlot) const { return
] m_vRecipients[iSlot]; }
]
] bool Add(edict_t* pEdict){ if(!pEdict || pEdict->IsFree()) return
] false; return Add(engine->IndexOfEdict(pEdict)); }
] bool Add(int iIndex){ if(iIndex <= 0) return false;
] m_vRecipients.AddToHead(iIndex); return true; }
] };
]
]
] bool Shake(edict_t* pEdict){
] if(!pEdict || pEdict->IsFree())
] return false;
]
] CNewRecipientFilter Filter;
]
] if(!Filter.Add(pEdict))
] return false;
]
] bf_write* pBitBuf = engine->UserMessageBegin(&Filter, 10); //10 =
] shake in css and hl2dm atm - use engine->GetUserMessageInfo to
] enumerate
]
] if(!pBitBuf)
] return false;
]
] pBitBuf->WriteByte(SHAKE_START); // shake
command (SHAKE_START,
] STOP, FREQUENCY, AMPLITUDE)
] pBitBuf->WriteFloat(25); //
shake magnitude/amplitude
] pBitBuf->WriteFloat(150.0); //
shake noise frequency
] pBitBuf->WriteFloat(2.0); //
shake lasts this long
]
] engine->MessageEnd();
]
] engine->ClientPrintf(pEdict, "Shake, my minion!\n");
]
] return true;
] }
]
] Then just rig up down in ClientCommand
]
] else if(FStrEq(pcmd, "shakememofo")){
] Shake(pEntity);
]
] return PLUGIN_STOP;
] }
]
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