You can use MetaMod to provide this de-confliction layer if you need it. - Alfred
----Original Message---- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Thursday, August 11, 2005 9:46 PM To: [email protected] Subject: Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries > 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 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 > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

