const.h has a section for player specific flags. .. // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION #define FL_ONGROUND (1<<0) // At rest / on the ground #define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched #define FL_WATERJUMP (1<<2) // player jumping out of water #define FL_ONTRAIN (1<<3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. #define FL_INRAIN (1<<4) // Indicates the entity is standing in rain #define FL_FROZEN (1<<5) // Player is frozen for 3rd person camera #define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity #define FL_CLIENT (1<<7) // Is a player #define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them // NOTE if you move things up, make sure to change this value #define PLAYER_FLAG_BITS 9 <snip>
How do you add more player specific flags ? Would something like this work? #define FL_PRONE (1<<9 ) #define PLAYER_FLAG_BITS 10 ? Or would that cause issues with #define FL_INWATER (1<<9) // In water ?? As stated above we want to use only a few bits of network precision for the player flags. Adding the flag to the end breaks that rule r00t 3:16 CQC Gaming www.cqc-gaming.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders