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


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