nope

clients DO LOAD plugins... via console commmand "plugin_load"...

ok, that's not the main question.....

how to run commands every frame/tick in client?

2010/1/4 Andrew Ritchie <[email protected]>

> Quite simply the client does not load or run plug ins.  If you were making
> your own mod then you could add a client side system that loads and runs
> them ever tick, but the client engine does not expose any systems to run
> plug in type features and no Valve game is likely to offer such a feature.
>
> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas <[email protected]> wrote:
>
> > i know i can't!, actually i know that i'm doing a server solution, my
> > question is: "how to make it work in a client plugin"?
> >
> > maybe.... threads?, thinks?, how?
> >
> > 2010/1/4 Olly <[email protected]>
> >
> > > You can't. Its a server plugin: CEmpty*Server*Plugin
> > >
> > > 2010/1/4 Joe Cabezas <[email protected]>
> > >
> > > > hello!
> > > >
> > > > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
> > with
> > > > no
> > > > results
> > > >
> > > > this is what i'm doing:
> > > >
> > > > void CEmptyServerPlugin::GameFrame( bool simulating )
> > > > {
> > > > Msg("this is a frame!");
> > > > }
> > > >
> > > > but, it only works when i create a server, and not when i join a
> > > server...
> > > >
> > > >
> > > > how can i access to a client-side gameframe event?
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