Sorry for bringing up such an old topic but is there any way to disable 
footsteps
per player via a server plugin yet? In CS:S.

DaFox

-----Original Message-----
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
Sent: Tuesday, February 01, 2005 8:15 PM
To: hlcoders at list.valvesoftware.com
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime


Thanks so much, I appreciate the help.  I think in a worse case scenario the
function that actually plays the sound could be "hooked" from the vtable, of
course I would have to learn how to do this :P

Thanks again,
Josh

-----Original Message-----
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn Bernier
Sent: Tuesday, February 01, 2005 8:15 PM
To: hlcoders at list.valvesoftware.com
Cc: Alfred Reynolds
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

I don't think there's a clean way for a mod to do this.

I think you could probably twiddle the sv_footsteps value from the
plugin, but you'd have to be able to do two things:

1)  Get called just before a certain user's CUserCmds are read and
processed
2)  Set the value of sv_footsteps on the server only.  To do this, you'd
need to be able to temporarily remove the FCVAR_REPLICATED flag from the
convar from the plugin, otherwise you would flood all players with the
changes sv_footsteps value, which you wouldn't want most likely.  This
would imply that there's a second call just after CUserCmd's are read
and processed, allowing you to restore state

This still wouldn't solve the problem of turning off predicted footsteps
since they would depend on the value of the replicated sv_footsteps
ConVar.

Anyway, it might be easier for us to add some kind of "Enable Footsteps"
API to the plugin interface.  I'll pass this along to Alfred for
consideration.

Yahn

-----Original Message-----
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
Sent: Tuesday, February 01, 2005 5:03 PM
To: hlcoders at list.valvesoftware.com
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

Yea I would know how to do it on a mod :P  I just need it for a server
plugin.

Josh

-----Original Message-----
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn Bernier
Sent: Tuesday, February 01, 2005 5:09 PM
To: hlcoders at list.valvesoftware.com
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

For a mod, you can (in order of preference)

1.   add accessor methods to CBaseEntity
(SetStepSoundTime/GetStepSoundTime)
2.   make m_flStepSoundTime a public: data member
3.   make whatever is modifying it a "friend" to CBaseEntity

Of course, doing any of this from a plugin is dicey since you don't know
the data layout for any entities and you don't have access to every
mod's version of CBaseEntity.

Yahn

-----Original Message-----
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
Sent: Tuesday, February 01, 2005 1:54 PM
To: hlcoders at list.valvesoftware.com
Subject: [hlcoders] Getting access to change m_flStepSoundTime

Ok this is either a question or a request.  I would like to be able to
access/change m_flStepSoundTime, but it is a protected value.  I noticed
there is a SetSwimSoundTime function and was wondering if there is one
that allows us to set m_flStepSoundTime?

I would really like to be able to change this value (mainly to disable
footsteps per player) on a server plugin.  This was possible in HL1.

Josh


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