Then you can't tell the difference. Thing is, that value won't be useful
to tweak any cvars :)

- Alfred

[EMAIL PROTECTED] wrote:
> This looks much improved, thanks a lot, Alfred!
>
> Just one minor question: what happens if a client has a cvar set to
> "Bad
> CVAR request" :)
>
>   ~dvander
>
>> We have updated the client CVAR query interface in Half-Life 1 with
>> two new functions that will help you better track queries and
>> responses.
>>
>> The enginefuncs_t structure has had this function added to the end:
>>      void (*pfnQueryClientCvarValue2)( const edict_t *player, const
>> char *cvarName, int requestID );
>>
>> It will query a cvar value from a player and return to you the
>> supplied requestID on success (or failure).
>>
>> The response is sent to a pfnCvarValue2 callback in the
>> NEW_DLL_FUNCTIONS structure, its full definition is:
>> 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 );
>>      void                    (*pfnCvarValue2)( const edict_t *pEnt,
>> int requestID, const char *cvarName, const char *value ); }
>> NEW_DLL_FUNCTIONS;
>>
>> When the pfnQueryClientCvarValue2() completes it will call
>> pfnCvarValue2() with the request ID you supplied earlier, the name of
>> the cvar you requested and the value of that cvar. On failure (i.e
>> that user is not connected or the cvar does not exist) the value of
>> the returned cvar will be "Bad CVAR request". If you specify an
>> invalid player edict you will get "Bad Player" as the value response.
>>
>> - Alfred
>>
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>>
>>
>
>
>
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