Wouldn't it be better to have: void (*pfnCvarValue)( const edict_t *pEnt, const char *cvar, const char *value );
Instead? In a multi-plugin system, it's easily conceivable you could have more than one cvar request at a time. The specification doesn't say whether requests are stacked or if one request overwrites the last... but either way, your callback won't know which cvar it's getting information for. If I'm wrong here, please clarify for me :) ---David "BAILOPAN" Anderson http://www.sourcemod.net/ http://www.sourcemm.net/ Alfred Reynolds wrote:
----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 queriesWith 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, constchar*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_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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