and why can't you pass the slot with a command?

engine->ClientCmd( VarArgs("useitem %i", slot) );

now in the command on the server, int slot = atoi(args[1]);


On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> The problem with both of those options is that I can't send the
> inventory slot to work on with them, and for the same reason neither can
> I check on the client whether the command should be sent in the first
> place.
>
> con_command_f is good enough for testing with (so thanks!), but I really
> need to modify the usercmd.
>
> Tony "omega" Sergi wrote:
> > You could also simply just use an impulse - and add an entry into the
> > impulse switch statement (or add a custom one that gets checked first,
> and
> > then falls through to cbaseplayer)
> >
> > And for filtering a command to a specific player - if it's not just a
> > command through the player, or rules;  (ie: CON_COMMAND(blah..) )
> > CON_COMMAND_F( useitem, "use an inventory item", 0 )
> > {
> >     CModPlayer *pPlayer = ToModPlayer( UTIL_GetCommandClient() );
> >     if ( pPlayer )
> >     {
> >     //check args here for what item it is and voila.
> >     }
> > }
> >
> > -Tony
> > On Tue, Apr 1, 2008 at 3:16 PM, Tom Edwards <[EMAIL PROTECTED]>
> > wrote:
> >
> >
> >> I'm adding a command to use an inventory item. The button won't ever
> >> need to be held down.
> >>
> >> By actual command triggered from a bind, I take it you mean a server
> >> concommand? How do I filter that to only the command-ing player?
> >>
> >>
> >> Jeremy wrote:
> >>
> >>> Generally you shouldn't need to add new stuff to the user command.
> >>>
> >> Depends
> >>
> >>> what you're trying to send. There are other ways that are better for
> >>>
> >> most
> >>
> >>> cases, such as actual commands triggered from binds and such.
> >>>
> >>> On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi <[EMAIL PROTECTED]
> >
> >>> wrote:
> >>>
> >>>
> >>>
> >>>> Just stuff the data in in_main.cpp wheRE usercmd gets copied over.
> i'm
> >>>> on my cell so no code infront of me to tell you the exact function
> lol
> >>>>
> >>>> On 4/1/08, Tom Edwards <[EMAIL PROTECTED]> wrote:
> >>>>
> >>>>
> >>>>> I've worked out that user commands are transmitted with CUserCmd and
> >>>>> processed on the server with CPlayerMove, but how to access CUserCmd
> >>>>>
> >> on
> >>
> >>>>> the client and pass it values is beyond me. Can anyone advise?
> >>>>>
> >>>>>
> >>>>> ________
> >>>>>
> > _______________________________________________
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> >
> >
> >
>
>
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>


-- 
-omega
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