Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
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! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
//--- // 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! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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
RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
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]
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]
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]
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; ___ hlds_apps mailing list [EMAIL PROTECTED] http://list.valvesoftware.com/mailman/listinfo/hlds_apps -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for The Pokemod http://pokemod.phantasmsoft.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
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]
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; ___ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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) (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]
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