Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Jeffrey \botman\ Broome
Alfred wrote:

typedef struct sequenceEntry_ sequenceEntry_s;
struct sequenceEntry_
{
char*fileName;// Name of sequence file
without .SEQ extension
char*entryName;// Name of entry label in
file
sequenceCommandLine_s*firstCommand;// Linked list of
commands in entry
sequenceEntry_s*nextEntry;// Next loaded entry
qbooleanisGlobal;// Is entry retained over
level transitions?
};
Ha!

Now you have to explain what a sequenceCommandLine_s structure is!  :)

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Jeffrey botman Broome
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Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Alfred
//---
// sequenceCommandLine_s
//
// Structure representing a single command (usually 1 line) from a
//  .SEQ file entry.
//---
typedef struct sequenceCommandLine_ sequenceCommandLine_s;
struct sequenceCommandLine_
{
int commandType;// 
Specifies the type of command
client_textmessage_tclientMessage;  // Text HUD message struct
char*   speakerName;// Targetname 
of speaking entity
char*   listenerName;   // Targetname 
of entity being spoken to
char*   soundFileName;  // Name of 
sound file to play
char*   sentenceName;   // Name of 
sentences.txt to play
char*   fireTargetNames;// List of 
targetnames to fire
char*   killTargetNames;// List of 
targetnames to remove
float   delay;  // 
Seconds 'till next command
int repeatCount;// If 
nonzero, reset execution pointer to top of
block (N times, -1 = infinite)
int textChannel;// 
Display channel on which text message is sent
int modifierBitField;   // Bit 
field to specify what clientmessage
fields are valid
sequenceCommandLine_s*  nextCommandLine;// Next command (linked list)
};
This is why you should never take the red pill ;-)

Jeffrey botman Broome wrote:
Alfred wrote:

typedef struct sequenceEntry_ sequenceEntry_s;
struct sequenceEntry_
{
char*fileName;// Name of sequence file
without .SEQ extension
char*entryName;// Name of entry label in
file
sequenceCommandLine_s*firstCommand;// Linked list of
commands in entry
sequenceEntry_s*nextEntry;// Next loaded entry
qbooleanisGlobal;// Is entry retained over
level transitions?
};


Ha!

Now you have to explain what a sequenceCommandLine_s structure is!  :)

--
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Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Jeffrey \botman\ Broome
Alfred wrote:

typedef struct sequenceCommandLine_ sequenceCommandLine_s;
struct sequenceCommandLine_
{
intcommandType;// Specifies the type
of command
client_textmessage_tclientMessage;// Text HUD message
struct
char*speakerName;// Targetname of
speaking entity
char*listenerName;// Targetname of
entity being spoken to
char*soundFileName;// Name of sound file
to play
char*sentenceName;// Name of
sentences.txt to play
char*fireTargetNames;// List of targetnames
to fire
char*killTargetNames;// List of targetnames
to remove
floatdelay;// Seconds 'till next
command
intrepeatCount;// If nonzero, reset
execution pointer to top of
block (N times, -1 = infinite)
inttextChannel;// Display channel on
which text message is sent
intmodifierBitField;// Bit field to
specify what clientmessage
fields are valid
sequenceCommandLine_s*nextCommandLine;// Next command
(linked list)
};
...and what the hell is a client_textmessage_t???

Save yourself some time and just zip up all the source code in the
entire Half-Life build directory and post that to this e-mail list!  ;)
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RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Alfred Reynolds
This is a multi-part message in MIME format.
--
//---
// client_textmessage_t
//---
typedef struct client_textmessage_s
{
 int  effect;
 byte r1, g1, b1, a1;  // 2 colors for effects
 byte r2, g2, b2, a2;
 float x;
 float y;
 float fadein;
 float fadeout;
 float holdtime;
 float fxtime;
 const char *pName;
 const char *pMessage;
} client_textmessage_t;






From: [EMAIL PROTECTED] on behalf of Jeffrey botman Broome
Sent: Sun 11/16/2003 1:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]



Alfred wrote:

 typedef struct sequenceCommandLine_ sequenceCommandLine_s;
 struct sequenceCommandLine_
 {
 intcommandType;// Specifies the type
 of command
 client_textmessage_tclientMessage;// Text HUD message
 struct
 char*speakerName;// Targetname of
 speaking entity
 char*listenerName;// Targetname of
 entity being spoken to
 char*soundFileName;// Name of sound file
 to play
 char*sentenceName;// Name of
 sentences.txt to play
 char*fireTargetNames;// List of targetnames
 to fire
 char*killTargetNames;// List of targetnames
 to remove
 floatdelay;// Seconds 'till next
 command
 intrepeatCount;// If nonzero, reset
 execution pointer to top of
 block (N times, -1 = infinite)
 inttextChannel;// Display channel on
 which text message is sent
 intmodifierBitField;// Bit field to
 specify what clientmessage
 fields are valid
 sequenceCommandLine_s*nextCommandLine;// Next command
 (linked list)
 };

...and what the hell is a client_textmessage_t???

Save yourself some time and just zip up all the source code in the
entire Half-Life build directory and post that to this e-mail list!  ;)

--
Jeffrey botman Broome


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RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Tony \omega\ Sergi
client_textmessage_t is already part of the sdk.


-omega
http://www.frontline2.com


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome
 Sent: November 16, 2003 4:28 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

 Alfred wrote:

  typedef struct sequenceCommandLine_ sequenceCommandLine_s;
  struct sequenceCommandLine_
  {
  intcommandType;// Specifies the
type
  of command
  client_textmessage_tclientMessage;// Text HUD
message
  struct
  char*speakerName;// Targetname of
  speaking entity
  char*listenerName;// Targetname of
  entity being spoken to
  char*soundFileName;// Name of sound
file
  to play
  char*sentenceName;// Name of
  sentences.txt to play
  char*fireTargetNames;// List of
targetnames
  to fire
  char*killTargetNames;// List of
targetnames
  to remove
  floatdelay;// Seconds 'till
next
  command
  intrepeatCount;// If nonzero,
reset
  execution pointer to top of
  block (N times, -1 = infinite)
  inttextChannel;// Display
channel on
  which text message is sent
  intmodifierBitField;// Bit field to
  specify what clientmessage
  fields are valid
  sequenceCommandLine_s*nextCommandLine;// Next command
  (linked list)
  };

 ...and what the hell is a client_textmessage_t???

 Save yourself some time and just zip up all the source code in the
 entire Half-Life build directory and post that to this e-mail list!
;)

 --
 Jeffrey botman Broome


 ___
 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] [Fwd: [hlds_apps] Engine interface changes]

2003-11-15 Thread Tony \omega\ Sergi
I do have one question about this.
What do these structs contain:
sequenceEntry_s
sentenceEntry_s
?




-omega
http://www.frontline2.com


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome
 Sent: November 10, 2003 10:12 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

 Any reason this wasn't sent to hlcoders?

 Alfred, will this only effect dedicated servers or will there be a
 client update coming in the near future?



  Original Message 
 Subject: [hlds_apps] Engine interface changes
 Date: Mon, 10 Nov 2003 13:49:44 -0800
 From: Alfred Reynolds [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED], [EMAIL PROTECTED]

 We will be releasing a new engine soon (within the next couple of days
 we expect), we have added some new functions to the engine function
 structure (from eiface.h). If you are responsible for a third party
 program such as MetaMod you will need to update this engine structure
 and recompile your program. Not updating will cause a crash when your
 users try to use the new engine with the old engine interface
structure.

 - Alfred



 // Engine hands this to DLLs for functionality callbacks
 typedef struct enginefuncs_s
 {
   int (*pfnPrecacheModel)
 (char* s);
   int (*pfnPrecacheSound)
 (char* s);
   void(*pfnSetModel)  (edict_t
 *e, const char *m);
   int (*pfnModelIndex)
 (const char *m);
   int (*pfnModelFrames)
 (int modelIndex);
   void(*pfnSetSize)   (edict_t
 *e, const float *rgflMin, const float *rgflMax);
   void(*pfnChangeLevel)   (char*
 s1, char* s2);
   void(*pfnGetSpawnParms) (edict_t
 *ent);
   void(*pfnSaveSpawnParms)(edict_t *ent);
   float   (*pfnVecToYaw)  (const
 float *rgflVector);
   void(*pfnVecToAngles)   (const
 float *rgflVectorIn, float *rgflVectorOut);
   void(*pfnMoveToOrigin)  (edict_t
 *ent, const float *pflGoal, float dist, int iMoveType);
   void(*pfnChangeYaw)
 (edict_t* ent);
   void(*pfnChangePitch)
 (edict_t* ent);
   edict_t*(*pfnFindEntityByString)(edict_t
 *pEdictStartSearchAfter, const char *pszField, const char *pszValue);
   int (*pfnGetEntityIllum)
 (edict_t* pEnt);
   edict_t*(*pfnFindEntityInSphere)(edict_t
 *pEdictStartSearchAfter, const float *org, float rad);
   edict_t*(*pfnFindClientInPVS)   (edict_t
 *pEdict);
   edict_t* (*pfnEntitiesInPVS)(edict_t
 *pplayer);
   void(*pfnMakeVectors)   (const
 float *rgflVector);
   void(*pfnAngleVectors)  (const
 float *rgflVector, float *forward, float *right, float *up);
   edict_t*(*pfnCreateEntity)  (void);
   void(*pfnRemoveEntity)
 (edict_t* e);
   edict_t*(*pfnCreateNamedEntity) (int className);
   void(*pfnMakeStatic)(edict_t
 *ent);
   int (*pfnEntIsOnFloor)
 (edict_t *e);
   int (*pfnDropToFloor)
 (edict_t* e);
   int (*pfnWalkMove)
 (edict_t *ent, float yaw, float dist, int iMode);
   void(*pfnSetOrigin) (edict_t
 *e, const float *rgflOrigin);
   void(*pfnEmitSound) (edict_t
 *entity, int channel, const char *sample, /*int*/float volume, float
 attenuation, int fFlags, int pitch);
   void(*pfnEmitAmbientSound)  (edict_t
 *entity, float *pos, const char *samp, float vol, float attenuation,
int
 fFlags, int pitch);
   void(*pfnTraceLine) (const
 float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
 TraceResult *ptr);
   void(*pfnTraceToss)
 (edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
   int (*pfnTraceMonsterHull)  (edict_t
 *pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
 *pentToSkip, TraceResult *ptr);
   void(*pfnTraceHull) (const
 float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
 *pentToSkip, TraceResult *ptr);
   void(*pfnTraceModel)(const
 float *v1, const float *v2, int hullNumber, edict_t *pent, TraceResult
 *ptr);
   const char *(*pfnTraceTexture)  (edict_t
 *pTextureEntity, const float *v1, const float *v2 );
   void

RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Daniel Koppes
What on earth do these new functions do?

Tutorial Messages?

Are these for CS:CZ?

At 16:40 11/11/2003, you wrote:
This change is not needed for mods, I didn't want to confuse people with
what was required. It will be okay to add this to your mod however as
long as you release it after our update.
Yes, there will be a steam update that contains an updated client (and
engine) that will occur when this change is made live.
- Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jeffrey botman Broome
 Sent: Monday, November 10, 2003 7:12 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

 Any reason this wasn't sent to hlcoders?

 Alfred, will this only effect dedicated servers or will there be a
 client update coming in the near future?



  Original Message 
 Subject: [hlds_apps] Engine interface changes
 Date: Mon, 10 Nov 2003 13:49:44 -0800
 From: Alfred Reynolds [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED], [EMAIL PROTECTED]

 We will be releasing a new engine soon (within the next couple of days
 we expect), we have added some new functions to the engine function
 structure (from eiface.h). If you are responsible for a third party
 program such as MetaMod you will need to update this engine structure
 and recompile your program. Not updating will cause a crash when your
 users try to use the new engine with the old engine interface
 structure.

 - Alfred



 // Engine hands this to DLLs for functionality callbacks
 typedef struct enginefuncs_s
 {
   int (*pfnPrecacheModel)
 (char* s);
   int (*pfnPrecacheSound)
 (char* s);
   void(*pfnSetModel)  (edict_t
 *e, const char *m);
   int (*pfnModelIndex)
 (const char *m);
   int (*pfnModelFrames)
 (int modelIndex);
   void(*pfnSetSize)   (edict_t
 *e, const float *rgflMin, const float *rgflMax);
   void(*pfnChangeLevel)   (char*
 s1, char* s2);
   void(*pfnGetSpawnParms) (edict_t
 *ent);
   void(*pfnSaveSpawnParms)(edict_t *ent);
   float   (*pfnVecToYaw)  (const
 float *rgflVector);
   void(*pfnVecToAngles)   (const
 float *rgflVectorIn, float *rgflVectorOut);
   void(*pfnMoveToOrigin)  (edict_t
 *ent, const float *pflGoal, float dist, int iMoveType);
   void(*pfnChangeYaw)
 (edict_t* ent);
   void(*pfnChangePitch)
 (edict_t* ent);
   edict_t*(*pfnFindEntityByString)(edict_t
 *pEdictStartSearchAfter, const char *pszField, const char *pszValue);
   int (*pfnGetEntityIllum)
 (edict_t* pEnt);
   edict_t*(*pfnFindEntityInSphere)(edict_t
 *pEdictStartSearchAfter, const float *org, float rad);
   edict_t*(*pfnFindClientInPVS)   (edict_t
 *pEdict);
   edict_t* (*pfnEntitiesInPVS)(edict_t
 *pplayer);
   void(*pfnMakeVectors)   (const
 float *rgflVector);
   void(*pfnAngleVectors)  (const
 float *rgflVector, float *forward, float *right, float *up);
   edict_t*(*pfnCreateEntity)  (void);
   void(*pfnRemoveEntity)
 (edict_t* e);
   edict_t*(*pfnCreateNamedEntity) (int className);
   void(*pfnMakeStatic)(edict_t
 *ent);
   int (*pfnEntIsOnFloor)
 (edict_t *e);
   int (*pfnDropToFloor)
 (edict_t* e);
   int (*pfnWalkMove)
 (edict_t *ent, float yaw, float dist, int iMode);
   void(*pfnSetOrigin) (edict_t
 *e, const float *rgflOrigin);
   void(*pfnEmitSound) (edict_t
 *entity, int channel, const char *sample, /*int*/float volume, float
 attenuation, int fFlags, int pitch);
   void(*pfnEmitAmbientSound)  (edict_t
 *entity, float *pos, const char *samp, float vol, float
 attenuation, int
 fFlags, int pitch);
   void(*pfnTraceLine) (const
 float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
 TraceResult *ptr);
   void(*pfnTraceToss)
 (edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
   int (*pfnTraceMonsterHull)  (edict_t
 *pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
 *pentToSkip, TraceResult *ptr);
   void(*pfnTraceHull) (const
 float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
 *pentToSkip

Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Ben Banfield
I am assuming we don't update our mods with this if we want to retain
won compatibility for the moment.
Ben

Alfred Reynolds wrote:

This change is not needed for mods, I didn't want to confuse people with
what was required. It will be okay to add this to your mod however as
long as you release it after our update.
Yes, there will be a steam update that contains an updated client (and
engine) that will occur when this change is made live.
- Alfred



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeffrey botman Broome
Sent: Monday, November 10, 2003 7:12 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
Any reason this wasn't sent to hlcoders?

Alfred, will this only effect dedicated servers or will there be a
client update coming in the near future?


 Original Message 
Subject: [hlds_apps] Engine interface changes
Date: Mon, 10 Nov 2003 13:49:44 -0800
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
We will be releasing a new engine soon (within the next couple of days
we expect), we have added some new functions to the engine function
structure (from eiface.h). If you are responsible for a third party
program such as MetaMod you will need to update this engine structure
and recompile your program. Not updating will cause a crash when your
users try to use the new engine with the old engine interface
structure.
- Alfred



// Engine hands this to DLLs for functionality callbacks
typedef struct enginefuncs_s
{
int (*pfnPrecacheModel)
(char* s);
int (*pfnPrecacheSound)
(char* s);
void(*pfnSetModel)  (edict_t
*e, const char *m);
int (*pfnModelIndex)
(const char *m);
int (*pfnModelFrames)
(int modelIndex);
void(*pfnSetSize)   (edict_t
*e, const float *rgflMin, const float *rgflMax);
void(*pfnChangeLevel)   (char*
s1, char* s2);
void(*pfnGetSpawnParms) (edict_t
*ent);
void(*pfnSaveSpawnParms)(edict_t *ent);
float   (*pfnVecToYaw)  (const
float *rgflVector);
void(*pfnVecToAngles)   (const
float *rgflVectorIn, float *rgflVectorOut);
void(*pfnMoveToOrigin)  (edict_t
*ent, const float *pflGoal, float dist, int iMoveType);
void(*pfnChangeYaw)
(edict_t* ent);
void(*pfnChangePitch)
(edict_t* ent);
edict_t*(*pfnFindEntityByString)(edict_t
*pEdictStartSearchAfter, const char *pszField, const char *pszValue);
int (*pfnGetEntityIllum)
(edict_t* pEnt);
edict_t*(*pfnFindEntityInSphere)(edict_t
*pEdictStartSearchAfter, const float *org, float rad);
edict_t*(*pfnFindClientInPVS)   (edict_t
*pEdict);
edict_t* (*pfnEntitiesInPVS)(edict_t
*pplayer);
void(*pfnMakeVectors)   (const
float *rgflVector);
void(*pfnAngleVectors)  (const
float *rgflVector, float *forward, float *right, float *up);
edict_t*(*pfnCreateEntity)  (void);
void(*pfnRemoveEntity)
(edict_t* e);
edict_t*(*pfnCreateNamedEntity) (int className);
void(*pfnMakeStatic)(edict_t
*ent);
int (*pfnEntIsOnFloor)
(edict_t *e);
int (*pfnDropToFloor)
(edict_t* e);
int (*pfnWalkMove)
(edict_t *ent, float yaw, float dist, int iMode);
void(*pfnSetOrigin) (edict_t
*e, const float *rgflOrigin);
void(*pfnEmitSound) (edict_t
*entity, int channel, const char *sample, /*int*/float volume, float
attenuation, int fFlags, int pitch);
void(*pfnEmitAmbientSound)  (edict_t
*entity, float *pos, const char *samp, float vol, float
attenuation, int
fFlags, int pitch);
void(*pfnTraceLine) (const
float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
TraceResult *ptr);
void(*pfnTraceToss)
(edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
int (*pfnTraceMonsterHull)  (edict_t
*pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnTraceHull) (const
float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
*pentToSkip, TraceResult *ptr

Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Alfred
Apart from the obvious functions (i.e GetFileSize()) they are changes
for CS:CZ. There is a tutorial system in CS:CZ to help newer players
learn the ropes.
Daniel Koppes wrote:
What on earth do these new functions do?

Tutorial Messages?

Are these for CS:CZ?

At 16:40 11/11/2003, you wrote:
snip
   //
   //
   //   New functions ***
   //
   //


   sequenceEntry_s*(*pfnSequenceGet)
 ( const char* fileName, const char* entryName );
   sentenceEntry_s*(*pfnSequencePickSentence)  ( const
 char* groupName, int pickMethod, int *picked );
   int (*pfnGetFileSize)
 ( char *filename );
   unsigned int (*pfnGetApproxWavePlayLen) (const char *filepath);
   int (*pfnIsCareerMatch)
 ( void );
   int (*pfnGetLocalizedStringLength)(const
 char *label);
   void (*pfnRegisterTutorMessageShown)(int mid);
   int (*pfnGetTimesTutorMessageShown)(int mid);
   void (*ProcessTutorMessageDecayBuffer)(int *buffer, int
 bufferLength);
   void (*ConstructTutorMessageDecayBuffer)(int *buffer, int
 bufferLength);
   void (*ResetTutorMessageDecayData)( void );

 } enginefuncs_t;


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Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Alfred
Making this change won't cause a problem with WON users as long as you
don't use the new functions (as you won't have valid pointers to the
functions as they don't exist on WON).
- Alfred

Ben Banfield wrote:
I am assuming we don't update our mods with this if we want to retain
won compatibility for the moment.
Ben

Alfred Reynolds wrote:

This change is not needed for mods, I didn't want to confuse people with
what was required. It will be okay to add this to your mod however as
long as you release it after our update.
Yes, there will be a steam update that contains an updated client (and
engine) that will occur when this change is made live.
- Alfred



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeffrey botman Broome
Sent: Monday, November 10, 2003 7:12 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
Any reason this wasn't sent to hlcoders?

Alfred, will this only effect dedicated servers or will there be a
client update coming in the near future?


 Original Message 
Subject: [hlds_apps] Engine interface changes
Date: Mon, 10 Nov 2003 13:49:44 -0800
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
We will be releasing a new engine soon (within the next couple of days
we expect), we have added some new functions to the engine function
structure (from eiface.h). If you are responsible for a third party
program such as MetaMod you will need to update this engine structure
and recompile your program. Not updating will cause a crash when your
users try to use the new engine with the old engine interface
structure.
- Alfred



// Engine hands this to DLLs for functionality callbacks
typedef struct enginefuncs_s
{
int(*pfnPrecacheModel)
(char* s);
int(*pfnPrecacheSound)
(char* s);
void(*pfnSetModel)(edict_t
*e, const char *m);
int(*pfnModelIndex)
(const char *m);
int(*pfnModelFrames)
(int modelIndex);
void(*pfnSetSize)(edict_t
*e, const float *rgflMin, const float *rgflMax);
void(*pfnChangeLevel)(char*
s1, char* s2);
void(*pfnGetSpawnParms)(edict_t
*ent);
void(*pfnSaveSpawnParms)(edict_t *ent);
float(*pfnVecToYaw)(const
float *rgflVector);
void(*pfnVecToAngles)(const
float *rgflVectorIn, float *rgflVectorOut);
void(*pfnMoveToOrigin)(edict_t
*ent, const float *pflGoal, float dist, int iMoveType);
void(*pfnChangeYaw)
(edict_t* ent);
void(*pfnChangePitch)
(edict_t* ent);
edict_t*(*pfnFindEntityByString)(edict_t
*pEdictStartSearchAfter, const char *pszField, const char *pszValue);
int(*pfnGetEntityIllum)
(edict_t* pEnt);
edict_t*(*pfnFindEntityInSphere)(edict_t
*pEdictStartSearchAfter, const float *org, float rad);
edict_t*(*pfnFindClientInPVS)(edict_t
*pEdict);
edict_t* (*pfnEntitiesInPVS)(edict_t
*pplayer);
void(*pfnMakeVectors)(const
float *rgflVector);
void(*pfnAngleVectors)(const
float *rgflVector, float *forward, float *right, float *up);
edict_t*(*pfnCreateEntity)(void);
void(*pfnRemoveEntity)
(edict_t* e);
edict_t*(*pfnCreateNamedEntity)(int className);
void(*pfnMakeStatic)(edict_t
*ent);
int(*pfnEntIsOnFloor)
(edict_t *e);
int(*pfnDropToFloor)
(edict_t* e);
int(*pfnWalkMove)
(edict_t *ent, float yaw, float dist, int iMode);
void(*pfnSetOrigin)(edict_t
*e, const float *rgflOrigin);
void(*pfnEmitSound)(edict_t
*entity, int channel, const char *sample, /*int*/float volume, float
attenuation, int fFlags, int pitch);
void(*pfnEmitAmbientSound)(edict_t
*entity, float *pos, const char *samp, float vol, float
attenuation, int
fFlags, int pitch);
void(*pfnTraceLine)(const
float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
TraceResult *ptr);
void(*pfnTraceToss)
(edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
int(*pfnTraceMonsterHull)(edict_t
*pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnTraceHull)(const
float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnTraceModel)(const
float *v1, const float *v2, int hullNumber, edict_t *pent, TraceResult
*ptr);
const char *(*pfnTraceTexture)(edict_t
*pTextureEntity, const float *v1, const float *v2 );
void(*pfnTraceSphere

Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread tei
Cool. Maybe this stuff can be recycled to use for RPG mods :D, or
graphic point  click adventures :D
Alfred wrote:
Apart from the obvious functions (i.e GetFileSize()) they are changes
for CS:CZ. There is a tutorial system in CS:CZ to help newer players
learn the ropes.
Daniel Koppes wrote:

What on earth do these new functions do?

Tutorial Messages?

Are these for CS:CZ?

At 16:40 11/11/2003, you wrote:
snip

   //
   //
   //   New functions ***
   //
   //


   sequenceEntry_s*(*pfnSequenceGet)
 ( const char* fileName, const char* entryName );
   sentenceEntry_s*(*pfnSequencePickSentence)  ( const
 char* groupName, int pickMethod, int *picked );
   int (*pfnGetFileSize)
 ( char *filename );
   unsigned int (*pfnGetApproxWavePlayLen) (const char *filepath);
   int (*pfnIsCareerMatch)
 ( void );
   int (*pfnGetLocalizedStringLength)(const
 char *label);
   void (*pfnRegisterTutorMessageShown)(int mid);
   int (*pfnGetTimesTutorMessageShown)(int mid);
   void (*ProcessTutorMessageDecayBuffer)(int *buffer, int
 bufferLength);
   void (*ConstructTutorMessageDecayBuffer)(int *buffer, int
 bufferLength);
   void (*ResetTutorMessageDecayData)( void );

 } enginefuncs_t;


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[hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-10 Thread Jeffrey \botman\ Broome
Any reason this wasn't sent to hlcoders?

Alfred, will this only effect dedicated servers or will there be a
client update coming in the near future?


 Original Message 
Subject: [hlds_apps] Engine interface changes
Date: Mon, 10 Nov 2003 13:49:44 -0800
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
We will be releasing a new engine soon (within the next couple of days
we expect), we have added some new functions to the engine function
structure (from eiface.h). If you are responsible for a third party
program such as MetaMod you will need to update this engine structure
and recompile your program. Not updating will cause a crash when your
users try to use the new engine with the old engine interface structure.
- Alfred



// Engine hands this to DLLs for functionality callbacks
typedef struct enginefuncs_s
{
int (*pfnPrecacheModel)
(char* s);
int (*pfnPrecacheSound)
(char* s);
void(*pfnSetModel)  (edict_t
*e, const char *m);
int (*pfnModelIndex)
(const char *m);
int (*pfnModelFrames)
(int modelIndex);
void(*pfnSetSize)   (edict_t
*e, const float *rgflMin, const float *rgflMax);
void(*pfnChangeLevel)   (char*
s1, char* s2);
void(*pfnGetSpawnParms) (edict_t
*ent);
void(*pfnSaveSpawnParms)(edict_t *ent);
float   (*pfnVecToYaw)  (const
float *rgflVector);
void(*pfnVecToAngles)   (const
float *rgflVectorIn, float *rgflVectorOut);
void(*pfnMoveToOrigin)  (edict_t
*ent, const float *pflGoal, float dist, int iMoveType);
void(*pfnChangeYaw)
(edict_t* ent);
void(*pfnChangePitch)
(edict_t* ent);
edict_t*(*pfnFindEntityByString)(edict_t
*pEdictStartSearchAfter, const char *pszField, const char *pszValue);
int (*pfnGetEntityIllum)
(edict_t* pEnt);
edict_t*(*pfnFindEntityInSphere)(edict_t
*pEdictStartSearchAfter, const float *org, float rad);
edict_t*(*pfnFindClientInPVS)   (edict_t
*pEdict);
edict_t* (*pfnEntitiesInPVS)(edict_t
*pplayer);
void(*pfnMakeVectors)   (const
float *rgflVector);
void(*pfnAngleVectors)  (const
float *rgflVector, float *forward, float *right, float *up);
edict_t*(*pfnCreateEntity)  (void);
void(*pfnRemoveEntity)
(edict_t* e);
edict_t*(*pfnCreateNamedEntity) (int className);
void(*pfnMakeStatic)(edict_t
*ent);
int (*pfnEntIsOnFloor)
(edict_t *e);
int (*pfnDropToFloor)
(edict_t* e);
int (*pfnWalkMove)
(edict_t *ent, float yaw, float dist, int iMode);
void(*pfnSetOrigin) (edict_t
*e, const float *rgflOrigin);
void(*pfnEmitSound) (edict_t
*entity, int channel, const char *sample, /*int*/float volume, float
attenuation, int fFlags, int pitch);
void(*pfnEmitAmbientSound)  (edict_t
*entity, float *pos, const char *samp, float vol, float attenuation, int
fFlags, int pitch);
void(*pfnTraceLine) (const
float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
TraceResult *ptr);
void(*pfnTraceToss)
(edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
int (*pfnTraceMonsterHull)  (edict_t
*pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnTraceHull) (const
float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnTraceModel)(const
float *v1, const float *v2, int hullNumber, edict_t *pent, TraceResult
*ptr);
const char *(*pfnTraceTexture)  (edict_t
*pTextureEntity, const float *v1, const float *v2 );
void(*pfnTraceSphere)   (const
float *v1, const float *v2, int fNoMonsters, float radius, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnGetAimVector)
(edict_t* ent, float speed, float *rgflReturn);
void(*pfnServerCommand) (char*
str);
void(*pfnServerExecute) (void);
void  

RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-10 Thread Alfred Reynolds
This change is not needed for mods, I didn't want to confuse people with
what was required. It will be okay to add this to your mod however as
long as you release it after our update.

Yes, there will be a steam update that contains an updated client (and
engine) that will occur when this change is made live.

- Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jeffrey botman Broome
 Sent: Monday, November 10, 2003 7:12 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

 Any reason this wasn't sent to hlcoders?

 Alfred, will this only effect dedicated servers or will there be a
 client update coming in the near future?



  Original Message 
 Subject: [hlds_apps] Engine interface changes
 Date: Mon, 10 Nov 2003 13:49:44 -0800
 From: Alfred Reynolds [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED], [EMAIL PROTECTED]

 We will be releasing a new engine soon (within the next couple of days
 we expect), we have added some new functions to the engine function
 structure (from eiface.h). If you are responsible for a third party
 program such as MetaMod you will need to update this engine structure
 and recompile your program. Not updating will cause a crash when your
 users try to use the new engine with the old engine interface
 structure.

 - Alfred



 // Engine hands this to DLLs for functionality callbacks
 typedef struct enginefuncs_s
 {
   int (*pfnPrecacheModel)
 (char* s);
   int (*pfnPrecacheSound)
 (char* s);
   void(*pfnSetModel)  (edict_t
 *e, const char *m);
   int (*pfnModelIndex)
 (const char *m);
   int (*pfnModelFrames)
 (int modelIndex);
   void(*pfnSetSize)   (edict_t
 *e, const float *rgflMin, const float *rgflMax);
   void(*pfnChangeLevel)   (char*
 s1, char* s2);
   void(*pfnGetSpawnParms) (edict_t
 *ent);
   void(*pfnSaveSpawnParms)(edict_t *ent);
   float   (*pfnVecToYaw)  (const
 float *rgflVector);
   void(*pfnVecToAngles)   (const
 float *rgflVectorIn, float *rgflVectorOut);
   void(*pfnMoveToOrigin)  (edict_t
 *ent, const float *pflGoal, float dist, int iMoveType);
   void(*pfnChangeYaw)
 (edict_t* ent);
   void(*pfnChangePitch)
 (edict_t* ent);
   edict_t*(*pfnFindEntityByString)(edict_t
 *pEdictStartSearchAfter, const char *pszField, const char *pszValue);
   int (*pfnGetEntityIllum)
 (edict_t* pEnt);
   edict_t*(*pfnFindEntityInSphere)(edict_t
 *pEdictStartSearchAfter, const float *org, float rad);
   edict_t*(*pfnFindClientInPVS)   (edict_t
 *pEdict);
   edict_t* (*pfnEntitiesInPVS)(edict_t
 *pplayer);
   void(*pfnMakeVectors)   (const
 float *rgflVector);
   void(*pfnAngleVectors)  (const
 float *rgflVector, float *forward, float *right, float *up);
   edict_t*(*pfnCreateEntity)  (void);
   void(*pfnRemoveEntity)
 (edict_t* e);
   edict_t*(*pfnCreateNamedEntity) (int className);
   void(*pfnMakeStatic)(edict_t
 *ent);
   int (*pfnEntIsOnFloor)
 (edict_t *e);
   int (*pfnDropToFloor)
 (edict_t* e);
   int (*pfnWalkMove)
 (edict_t *ent, float yaw, float dist, int iMode);
   void(*pfnSetOrigin) (edict_t
 *e, const float *rgflOrigin);
   void(*pfnEmitSound) (edict_t
 *entity, int channel, const char *sample, /*int*/float volume, float
 attenuation, int fFlags, int pitch);
   void(*pfnEmitAmbientSound)  (edict_t
 *entity, float *pos, const char *samp, float vol, float
 attenuation, int
 fFlags, int pitch);
   void(*pfnTraceLine) (const
 float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
 TraceResult *ptr);
   void(*pfnTraceToss)
 (edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
   int (*pfnTraceMonsterHull)  (edict_t
 *pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
 *pentToSkip, TraceResult *ptr);
   void(*pfnTraceHull) (const
 float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
 *pentToSkip, TraceResult *ptr);
   void(*pfnTraceModel)(const
 float *v1, const float