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
> >
> >
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> >
> >
>
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