You should look at RecvProxy_AnimTime in c_baseentity Yahn
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Friday, March 10, 2006 10:10 AM To: [email protected] Subject: [hlcoders] RecvProp callback Valve, please consider this for your next SDK release: It would be great if you could pass into RecvProp a callback function, perhaps as a parameter to RecvPropFloat and the like, such that whenever the engine updates a RecvProp, it would call that callback function with the old and new values. In this function, the data can be analyzed and the client can perform functions based on that value changing. This is superior to what currently goes on in PreDataUpdate and PostDataUpdate, where every value which might change in the proceeding update is stored before it is changed and then compared to the new values to see what has been changed. I'm not sure if you can do that without breaking current mods, but it would certainly save alot of time when processing things on the client. -- Jorge "Vino" Rodriguez _______________________________________________ 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

