Ok, so I decided to create my own vehicle class, CPropCGjeep.  It
derives from CPropVehicleDriveable on the server side, and
C_PropVehicleDriveable on the client side.  I did this using an #ifdef
CLIENT_DLL like is shown many times in the code.



#include "cbase.h"
#ifdef CLIENT_DLL
        #include "c_prop_vehicle.h"
        #include "c_baseplayer.h"
        #define         CPropCGjeep C_PropCGjeep
        #define         CPropVehicleDriveable C_PropVehicleDriveable
#else
        #include "vehicle_base.h"
        #include "baseplayer.h"
#endif
#include "movevars_shared.h"
#include "view.h"
#include "flashlighteffect.h"
#include "c_te_effect_dispatch.h"
#include "CBaseVehicles.h"

However, when I declare this:
IMPLEMENT_NETWORKCLASS_ALIASED( CPropCGjeep, DT_PropCGjeep )

The compiler gives me the error:
error C2653: 'C_CPropCGjeep' : is not a class or namespace name

Why would the preprocessor be inserting that extra C when I clarly
have CPropCGJeep being changed to C_PropCGjeep?

Also, am I going about this the right way?  Will I be able to derive
that shared class from 2 completely different classes
(CPropVehicleDriveable, C_PropVehicleDriveable) and still have it
'sync' up?





On 4/21/05, <SB> Childe Roland <[EMAIL PROTECTED]> wrote:
> I was wondering if you can give me a clue on how to start.  Perhaps
> you could move one of the functions client side as a demo?  I really
> have no idea how your guys' netcode works or how to begin moving
> things to the client side.  Any hints or links you can give me that
> may give me a start on how to do this would be greatly appreciated.
>
> Thanks.
>
> On 12/15/04, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> > You should be able to make your vehicles as lightweight from a
> > networking point of view in Source as in any other current or next
> > generation engine.  You have complete control over how much data is sent
> > for each vehicle and it's generally not too tricky to move lots of logic
> > over to the client to avoid having to network it.  In fact, you could
> > make vehicles nearly 100% client side if you so desired.
> >
> > Jay or I are happy to provide specific suggestions on how to reduce
> > bandwidth usage by vehicles/phyics/players/weapons or whatever you run
> > into, but you'll need to formulate a plan so you can ask questions we
> > can give real answers to.
> >
> > I'd love to see someone try to do a 32 vehicle game and we'd be happy to
> > help with any technical issues along the way.
> >
> > Yahn
> >
>
> --
> =============================
> <SB> Childe Roland
> "I will show you fear in a handful of jellybeans."
>


--
=============================
<SB> Childe Roland
"I will show you fear in a handful of jellybeans."

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