----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
[email protected]; Zeph; Ruiner Subject: [hlds_apps] New
engine API for CVAR queries
> With the Half-Life 1: Engine release today we added a new API
> function to allow a game server to query the value of clients CVAR
> settings.
>
> There was a new function added to the end of enginefuncs_t:
> void (*pfnQueryClientCvarValue)( const edict_t *player, const
char
> *cvarName );
>
> Calling this function requests the value of cvarName from player. The
> result is returned via a callback from NEW_DLL_FUNCTIONS, here is the
> complete NEW_DLL_FUNCTIONS definition:
>
> typedef struct
> {
> // Called right before the object's memory is freed.
> // Calls its destructor.
> void (*pfnOnFreeEntPrivateData)(edict_t
> *pEnt);
> void (*pfnGameShutdown)(void);
> int (*pfnShouldCollide)( edict_t
> *pentTouched, edict_t *pentOther );
> void (*pfnCvarValue)( const edict_t *pEnt,
> const char *value );
> } NEW_DLL_FUNCTIONS;
>
> When the client responds to the cvar request you will get a callback
> to
> pfnCvarValue() with the edict of the player who is responding and the
> cvars values.
>
> This interface is implemented using a new server engine to client
> engine network command (so there will be some delay from the request
> to the response). This new network protocol has NOT been versioned
> (to minimise the impact of its release), if you wish to use it you
> must make sure your users have an updated server before they try to
> use it.
>
> - Alfred
>
>
> _______________________________________________
> hlds_apps mailing list
> [email protected]
> http://list.valvesoftware.com/mailman/listinfo/hlds_apps
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