Re: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Neale Roberts
Potentially Visible Set/Potentialy Audible Set
Basically, the areas that the VIS part of compilation breaks the map up
into.
David Fencik wrote:
What is a PVS/PAS?
Dave
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: Sunday, May 16, 2004 11:04 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] client side PVS/PAS ent question
Try this:
//returns true if the player is in the same PVS
bool CheckPVS(int iPlayerIndex)
{
cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
cl_entity_t *pPlayer;
pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );
if( pPlayer == NULL || pLocalPlayer == NULL )
return false;
if( pPlayer->curstate.messagenum <
pLocalPlayer->curstate.messagenum )
 return false;
return true;
}
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
Sent: Sunday, May 16, 2004 7:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] client side PVS/PAS ent question
When it comes to reading players into cl_entity structs, is there any
simple way to check if the players in question are in the local players
PVS/PAS ?
I ask because I'm doing alot of things client side such as blood trails
and laser beams and last time around i ran into a big problem where
blood and laser beams would come out at random areas because the
client.dll's locations for these players wasn't updated.
Regards,
Josh
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RE: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread David Fencik
What is a PVS/PAS?

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: Sunday, May 16, 2004 11:04 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] client side PVS/PAS ent question

Try this:

//returns true if the player is in the same PVS
bool CheckPVS(int iPlayerIndex)
{
cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
cl_entity_t *pPlayer;

pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );

if( pPlayer == NULL || pLocalPlayer == NULL )
return false;

if( pPlayer->curstate.messagenum <
pLocalPlayer->curstate.messagenum )
  return false;

return true;
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
Sent: Sunday, May 16, 2004 7:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] client side PVS/PAS ent question

When it comes to reading players into cl_entity structs, is there any
simple way to check if the players in question are in the local players
PVS/PAS ?

I ask because I'm doing alot of things client side such as blood trails
and laser beams and last time around i ran into a big problem where
blood and laser beams would come out at random areas because the
client.dll's locations for these players wasn't updated.

Regards,
Josh


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Re: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Josh Coyne
thank you very much

- Original Message -
From: "Adrian Finol" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 16, 2004 11:04 PM
Subject: RE: [hlcoders] client side PVS/PAS ent question


> Try this:
>
> //returns true if the player is in the same PVS
> bool CheckPVS(int iPlayerIndex)
> {
> cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
> cl_entity_t *pPlayer;
>
> pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );
>
> if( pPlayer == NULL || pLocalPlayer == NULL )
> return false;
>
> if( pPlayer->curstate.messagenum <
> pLocalPlayer->curstate.messagenum )
>   return false;
>
> return true;
> }
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
> Sent: Sunday, May 16, 2004 7:51 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] client side PVS/PAS ent question
>
> When it comes to reading players into cl_entity structs, is there any
> simple way to check if the players in question are in the local players
> PVS/PAS ?
>
> I ask because I'm doing alot of things client side such as blood trails
> and laser beams and last time around i ran into a big problem where
> blood and laser beams would come out at random areas because the
> client.dll's locations for these players wasn't updated.
>
> Regards,
> Josh
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
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RE: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Adrian Finol
Try this:

//returns true if the player is in the same PVS
bool CheckPVS(int iPlayerIndex)
{
cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
cl_entity_t *pPlayer;

pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );

if( pPlayer == NULL || pLocalPlayer == NULL )
return false;

if( pPlayer->curstate.messagenum <
pLocalPlayer->curstate.messagenum )
  return false;

return true;
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
Sent: Sunday, May 16, 2004 7:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] client side PVS/PAS ent question

When it comes to reading players into cl_entity structs, is there any
simple way to check if the players in question are in the local players
PVS/PAS ?

I ask because I'm doing alot of things client side such as blood trails
and laser beams and last time around i ran into a big problem where
blood and laser beams would come out at random areas because the
client.dll's locations for these players wasn't updated.

Regards,
Josh


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[hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Josh Coyne
When it comes to reading players into cl_entity structs, is there any simple
way to check if the players in question are in the local players PVS/PAS ?

I ask because I'm doing alot of things client side such as blood trails and
laser beams and last time around i ran into a big problem where blood and
laser beams would come out at random areas because the client.dll's
locations for these players wasn't updated.

Regards,
Josh


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RE: [hlcoders] ^_^ mew-mew (-:

2004-05-16 Thread Alfred Reynolds
This thread has gone on long enough, if anyway wants to continue it
please take it offlist.

- Alfred

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> StealthMode
> Sent: Sunday, May 16, 2004 7:23 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] ^_^ mew-mew (-:
>
> @omega
>
> For one the lists are being spammed with the spoofed email
> randomly (eg: not
> all at the same time) which if it were just a normal common
> worm, all the
> lists would get hit at exactly the same time. Which
> demonstrates that this
> is a user going to the cafe at random times, and sending
> emails periodically
> (or remote hacking the network @ the cafe).
> While the virus has the same name, does not mean it is not a
> variant. Far as
> what else is getting hit.
>
> If anything else were getting hit (eg: other companies,
> private email addys,
> etc.) I am sure the TOS of the isp in Poland is the same as
> the rest of the
> world.
>
> Which means he'd be termed by the isp until the network was
> cleaned and he
> could show that it was through no fault of his own that the
> worm was being
> distributed through his network.
>
> However, with just one victim (Valve) who lacks the
> motivation to follow up
> on network security breaches, it's a good bet that the
> spoofed emails are
> targeted only at Valve.
>
> Let me break it down in laymens terms.
>
> If the network had the worm you refer to, it would be
> spamming the worm to
> everyone that ever sent an email to that guy. Which I am sure
> includes his
> isp, which he would have been shut down by now for.
>
> Now, with that in mind, add the fact that the file attachment
> is the worm,
> not the email.
>
> The worm does not spoof its own email addy, never did.
>
> Someone is targeting Valve solely with this, you can bet
> every penny you
> ever made on that.
>
> With that, lets move on this topic is getting stale and I am
> already in
> contact with Valve privately regarding the matter.
>
> -=]H[=-StealthMode
>
>
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> archives, please visit:
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[hlcoders] Re: ^_^ mew-mew (-:

2004-05-16 Thread StealthMode
Hmm, looks like linking is a moot point, since this list is sent in plain
text and not in rich text. What I was refering to as bad linking was in
html...

DO NOT CLICK THE LINK IT DOESNT CONNECT TO ANYTHING...MERELY AN EXAMPLE.
eg: http://www.thiscouldbeavirus.com";>ftp://ftp.valvesoftware.com/hlserver


Like I said above though. Its a moot point unless someone finds a way to
hide urls in plain text.

As to the rest, lets let it go on the public list. Time to move on, nothing
to see here, yadda yadda yadda.


-=]H[=-StealthMode


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Re: [hlcoders] ^_^ mew-mew (-:

2004-05-16 Thread StealthMode
@omega again

You've gotten spoofed in my name because the person responsible for trying
to distribute the worm is a member of this list, and is aware be can be
caught now.

I direct you to check the header info. It is not from me.

And, curiously enough, I would ask you to check that header info and post it
either publicly to the list or privately to me. As my isp would be very
interested in this. As well as me personally, would love to go after this
nub for trying to distribute a virii using my name frauduently (Valve may
not want to, but I am not Valve).

Now here is some food for thought omega...if the mails are coming spoofed in
my name, its not the worm. Its the hacker who is trying to distribute the
worm.

My network is clean, I can guarantee that. Trend Micro PC-Cillin is always
on, and updates every day (virus defs), not to mention my router would block
any unauthorized traffic (this network is set to lockdown when not in use),
and that particular worm would also get detected by The Cleaner (trojan
scanner/remover) had I had it and it was spoofing emails (which no worm in
the world to date has done yet).

Like I said check the header, and thanks, because your reply confirms it is
someone specifically spoofing emails, and not a worm (worms dont pick up on
addresses IN an email, only ones FROM an emails FROM area). And seeing as
how I used an alternate email to email the polish cyber cafe, well that
makes that impossible from this address.

Lastly, no emails were spoofed to this list in my name, however to
individuals they were. What does that tell you?

I bet this is the same guy that stole the source for hl2.

8)

-=]H[=-StealthMode


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Re: [hlcoders] ^_^ mew-mew (-:

2004-05-16 Thread StealthMode
@omega

For one the lists are being spammed with the spoofed email randomly (eg: not
all at the same time) which if it were just a normal common worm, all the
lists would get hit at exactly the same time. Which demonstrates that this
is a user going to the cafe at random times, and sending emails periodically
(or remote hacking the network @ the cafe).
While the virus has the same name, does not mean it is not a variant. Far as
what else is getting hit.

If anything else were getting hit (eg: other companies, private email addys,
etc.) I am sure the TOS of the isp in Poland is the same as the rest of the
world.

Which means he'd be termed by the isp until the network was cleaned and he
could show that it was through no fault of his own that the worm was being
distributed through his network.

However, with just one victim (Valve) who lacks the motivation to follow up
on network security breaches, it's a good bet that the spoofed emails are
targeted only at Valve.

Let me break it down in laymens terms.

If the network had the worm you refer to, it would be spamming the worm to
everyone that ever sent an email to that guy. Which I am sure includes his
isp, which he would have been shut down by now for.

Now, with that in mind, add the fact that the file attachment is the worm,
not the email.

The worm does not spoof its own email addy, never did.

Someone is targeting Valve solely with this, you can bet every penny you
ever made on that.

With that, lets move on this topic is getting stale and I am already in
contact with Valve privately regarding the matter.

-=]H[=-StealthMode


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