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? > >>>>> > >>>>> > >>>>> ________ > >>>>> > > _______________________________________________ > > 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 > > -- -omega _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders