I should have mentioned earlier that this is for Half-Life 1, however,
if what you said still applies are there any docs outlining that?

Garry Newman wrote:
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You can add a point to the player's PVS. The render target camera does it so
you can see what it sees. It's serverside and it's something really simple.


On 11/28/06, Joel R. <[EMAIL PROTECTED]> wrote:

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I too have been looking for something similar.  I have entities that I
render on the client that aren't in the client's view according to the
server so the entity model flickers in and out when it drags just out of
my
view and back in.  I need to set it to be shown even if its not in the
PVS.

On 11/28/06, TheLazy1 <[EMAIL PROTECTED]> wrote:

What I'm trying to do is add split screen play to half-life deathmatch,
currently I have the client rendering from the view of a bot which in
the future will be controlled by additional players through player 1.
The problem is that once player one leaves the area of the player two
bot, the entities in the bot's view disappear.

    // Ignore if not the host and not touching a PVS/PAS leaf
    // If pSet is NULL, then the test will always succeed and the entity
will be added to the update
    if ( ent != host )
    {
        if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet

)

)
        {
            return 0;
        }
    }

Commenting that code "fixes" the problem but also causes the client to
render every entity in the level causing a noticable drop in

performance.

Are there any ways around this?


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