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Hi all,
I’m a long time reader but a first time writer, I know this was discussed many 
times before but I still have some questions.

First of all I have a very basic question. If I have an Entity that has a 
server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more 
than one client connected to the game, how many Objekts exists from the 
server-side part? Only one CMyEntity on the server and on every Client a 
C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist?

My situation in short is as follows, a player activates a trigger, the trigger 
fires on my server-entity, this has to send a message to the client-side of the 
entity, there it will do something and sends back a msg to the server-side 
entity, which fires an output.

I think I’m pretty sure that a trigger can’t fire on a client-side entity, 
that’s why I have to catch it on the server-side. The next thing is that I only 
want to send a notice to the player who caused the firing of the trigger. I 
know I can get the C_BasedEntity pointer from the inputdata from the parameter 
of the Inputmethod. But I didn’t found anything like GetEntityID, GetClientID 
or something that, that I could use to compare on the client-side to make sure 
that this msg is handled on the right client.
Atm I’m using network variables, but I always have to check if the server has 
send something, so I would like to use a ClientCmd, but I don’t know if every 
client will get this commend or  even if there is a better way.
I hope you can help me.

Cheers
Freddy
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