engine is a pointer to IVEngineServer-- server-side interface for accessing
connected clients. When you're connected to another server, this interface
is unavailable (well, returns inaccurate / NULL values).
engineClient however is a pointer to IVEngineClient-- which is always valid.
I have no idea how to get the INetChannel of the local client, sorry.

Thanks,
- Saul.


On 15 March 2010 16:08, C-F Strid <wor...@gmail.com> wrote:

> Heyo,
>
> I'm trying to get into C++ (having a wee bit of experience with C#)
> and get a decent understanding of the SDK files.
>
> To kill two birds with one stone, I have attempted to create a
> server-side plugin based off the "serverplugin_empty" example found in
> the SDK. The idea is simple, I just want to hack in some extra
> functionality for recording demos (easily distinguishable names,
> storing them elsewhere, etc).
>
> I'd like to use some of the features that are part of IClient, and
> thus I've had a go at it:
>
>        INetChannel *pNetChan = static_cast<INetChannel
> *>(engine->GetPlayerNetInfo(engineClient->GetLocalPlayer()));
>        if(pNetChan)
>        {
>                IClient *pClient = static_cast<IClient
> *>(pNetChan->GetMsgHandler());
>
>                Msg(pClient->GetNetworkIDString());
>                Msg(pClient->GetClientName());
>                pClient->Reconnect();
>        }
>
> This only works when I'm connected to my own listen server though.
>
> Anyone care to point me in the right direction?
>
> (I've also posted this on the official Steam forums, but there is
> little support for client-side plugins. Most forums related to
> developing VSP seem to be long gone, as well)
>
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