Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-12 Thread Florian Zschocke
Jeffrey \botman\ Broome wrote:

 Gooseman should have used the entvars_t 'team' variable for teams in
 Counter-Strike, but he didn't do this.  Instead he decided to add the
 team to the CBasePlayer class (I presume), making it inaccessible to
 metamod plugin authors.

 Just because coders should do something a certain way, doesn't mean
 they are going to.

=)
He he, agreed. I had to hold back from saying Mod authors should NOT
change the CBaseEntity/Player class but instead *derive* from it the
whole time while following this discussion. Wer can wish for it all we
want, it's no use. If they can change the base class, they will, because
it is the easiest thing to do. It sucks, but that is just how it is in
reality. =)

Florian

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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Josh
Yea, I just I'm jumping the gun. I didn't get in the HL seen until about 1-2
years ago so I wasn't around when the HL1SDK was released. I guess you could
consider me a *noob* in that respect. I'm just worried I won't be able to do
certain things.  No rush...


Josh

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Thursday, December 09, 2004 10:26 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Using c_baseplayer in a server plugin

Josh,
Give it time, seems like the current release(s) are still quite a work in
progress.
Remember the hl1 sdk didn't exactly appear in it's near final form for quite
some time after the game was released. We all had dreams..and expectations
of getting a really good sdk release prior to launch ( a year ago for that
matter) but things just didn't work out that way.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Josh
Sent: Thursday, December 09, 2004 7:57 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Using c_baseplayer in a server plugin


Everything that botman just said is needed A LOT

Also, being able to send messages to clients that create effects, such as
messages that were in the const.h in HL1.  I see these exist in the te_*.cpp
files, but it's not possible for us to use.

It just seems like our capabilities are SEVERLY limited in the HL2SDK vs.
HL1SDK.  A lot of functionality has been removed.  Yes I realize they are
different, but I just assumed the same functionality that was given with
metamod would have been included in HL2, if not more.  My dreams of creating
a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything
w/changing entities, creating effects, etc.. etc..

Also a function that would be GREAT

Is a function that is called BEFORE the engine processes the damage, so we
can modify the damage w/o having to change the user's health directly.  So
lets say I shoot someone with an M4 and it does 30 damage, I want to change
it to 40 before it is processed and the client's health is changed.

Thanks,
Josh


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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Marcelo Bezerra
Possibly with generic methods so the interface does cover mod specific
properties.

Something in the lines of SetInt(char *propertieName, int value) and so
on...



On Thu, 2004-12-09 at 16:24 -0600, Jeffrey botman Broome wrote:
 Jay Stelly wrote:
 
  You should let us know what data you are trying to access in your
  plugins so we can add it to an interface and implement it in HL2DM 
  CS:S.

 That's easy.  EVERYTHING!  Every member variable of every class should
 have an interface function to Get and Set it!  :)

 --
 Jeffrey botman Broome

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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Nicholas Rhead
 --- Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote:
 But you shouldn't actually be accessing these at
 all since MOD authors
 can change the CBaseEntity, CBasePlayer, etc.
 classes and add/remove
 member variables or functions without your
 knowledge.  You will assume
 you know what is contained within these classes when
 in fact, you do
 not.  This is what Alfred mentioned just a few posts
 ago about making
 your server plugin fragile.  You are tring to do
 something which you should not be doing.  :)

But shouldn't the mod authors be extended those
classes rather than modifying them directly? And if
they do that will just mean we would have to recode
our server plugins.



=
Nick





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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Jeffrey \botman\ Broome
Nicholas Rhead wrote:
But shouldn't the mod authors be extended those
classes rather than modifying them directly? And if
they do that will just mean we would have to recode
our server plugins.
If you expose code to MOD authors, you can bet that some of them will
change it.
Gooseman should have used the entvars_t 'team' variable for teams in
Counter-Strike, but he didn't do this.  Instead he decided to add the
team to the CBasePlayer class (I presume), making it inaccessible to
metamod plugin authors.
Just because coders should do something a certain way, doesn't mean
they are going to.
--
Jeffrey botman Broome
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Josh wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone been able to do this?  Is this even possible?  There are a LOT of
functions that I would like to have access to, and it was possible to use
similar functions in HL1.
If I am not mistaken, the C_Whatever classes are client-side versions of
the CWhatever classes on the server.  Member variables that need to be
replicated between CWhatever on the server and C_Whatever on the client
are indicated by CNetworkVar, so that this replication happens
automagically.
You shouldn't be trying to access anything from C_Whatever in a server
plugin (since the server plugin is running on the server).  You should
be trying to access the CWhatever server-side version of these classes.
 But you shouldn't actually be accessing these at all since MOD authors
can change the CBaseEntity, CBasePlayer, etc. classes and add/remove
member variables or functions without your knowledge.  You will assume
you know what is contained within these classes when in fact, you do
not.  This is what Alfred mentioned just a few posts ago about making
your server plugin fragile.  You are tring to do something which you
should not be doing.  :)
--
Jeffrey botman Broome
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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Steven Guy
c_baseplayer is the client version of cbaseplayer, there's no reason that
you would want to have it's functions run on the server.
From: Josh [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Using c_baseplayer in a server plugin
Date: Thu, 9 Dec 2004 11:16:58 -0500
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone been able to do this?  Is this even possible?  There are a LOT
of
functions that I would like to have access to, and it was possible to use
similar functions in HL1.

Thanks,
Josh
--
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
CBaseEntity too? That wouldnt be nice, because some functions
are only accessible through this class.
To valve: will we get updated headers, when CBaseEntity will be changed
in the future?
Greets
Ronny
 But you shouldn't actually be accessing these at all since MOD authors
can change the CBaseEntity, CBasePlayer, etc. classes and add/remove
member variables or functions without your knowledge.  You will assume
you know what is contained within these classes when in fact, you do
not.  This is what Alfred mentioned just a few posts ago about making
your server plugin fragile.  You are tring to do something which you
should not be doing.  :)
--
Jeffrey botman Broome
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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Alfred Reynolds
Yes, we can (and probably will) update it class definition. We may even
have different versions between our own internally released games.
Assuming its definition matches the SDK is dangerous.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Thursday, December 09, 2004 11:05 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Using
c_baseplayer in a server plugin

 CBaseEntity too? That wouldnt be nice, because some functions are
 only accessible through this class.

 To valve: will we get updated headers, when CBaseEntity will be
 changed in the future?

 Greets
 Ronny

   But you shouldn't actually be accessing these at all since MOD
  authors can change the CBaseEntity, CBasePlayer, etc. classes and
  add/remove member variables or functions without your knowledge.
  You will assume you know what is contained within these classes
  when in fact, you do not.  This is what Alfred mentioned just a few
  posts ago about making your server plugin fragile.  You are tring
  to do something which you should not be doing.  :)
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote:
These are bad news :\
So, how can I change the velocity of a player without
class access?
You can't.  This isn't the Half-Life engine!  :)
--
Jeffrey botman Broome
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Skyler York
Actually, this might be possible.  The example plug-in simply doesn't
get the interface you want by default.  Take a look at eiface.h for
IServerGameEnts.  It contains an EdictToBaseEntity function you might
be able to use.  An additional call to interfaceFactory with that
interface version could get you the interface you need to call that
function.  And then once you have a CBaseEntity, you can do what you
please.

However this goes back to the point made before where the
implementation might change and you can't rely on it.  However there
is no useful interface equivalent for entities, so worse come to worst
you simply rebuild the plug-in come an update to the base entity.

On Thu, 09 Dec 2004 15:29:40 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 Ronny Schedel wrote:
 
  These are bad news :\
  So, how can I change the velocity of a player without
  class access?

 You can't.  This isn't the Half-Life engine!  :)

 --
 Jeffrey botman Broome



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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jay Stelly
 However this goes back to the point made before where the
 implementation might change and you can't rely on it.
 However there is no useful interface equivalent for entities,
 so worse come to worst you simply rebuild the plug-in come an
 update to the base entity.

No.  CBaseEntity can be changed by the mod's server.dll.  So in the
worst case every mod has a different data structure for CBaseEntity and
your plugin needs a different version of its code to access CBaseEntity
for each mod.  You can't even count on recompiling to fix compatibility
for more than a single mod.

You really want to access through something like IServerEntity, or some
other interface that the mod implements but can't change.  That way you
insulate your plugin from changes to each mod's code.  You're compatible
at the binary level, not at the source level.

The same thing is true of user messages.  There's no guarantee that each
mod implements them the same way.  The packets could be different in
each mod.  You'd be better off using an interface that allows the plugin
to ask the mod's server.dll to send the message.

HL2DM and CS:S are similar enough right now, but if you want your server
plugins to continue to work as numerous third party mods appear, you
shouldn't rely on the layout of things that aren't versioned/controlled
with interfaces.  Things will probably diverge pretty quickly.

You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM 
CS:S.

Jay


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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
The new interface system is an easy way in handling, but it seems,
there are much lesser functions that we can use than in HL1.
All what I can do is the usual boring stuff: show some text messages
and emit sounds (must be luck that this wasnt ripped out too...).
All the cool stuff like create new entities and spawn them, alter entities
in any way you like, isnt working. Thats really bad :\
Greets
Ronny

Ronny Schedel wrote:
These are bad news :\
So, how can I change the velocity of a player without
class access?
You can't.  This isn't the Half-Life engine!  :)
--
Jeffrey botman Broome
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Marcelo Bezerra
It will not work.
You will get into a linker hell if you try. :(
Skyler York wrote:
Actually, this might be possible.  The example plug-in simply doesn't
get the interface you want by default.  Take a look at eiface.h for
IServerGameEnts.  It contains an EdictToBaseEntity function you might
be able to use.  An additional call to interfaceFactory with that
interface version could get you the interface you need to call that
function.  And then once you have a CBaseEntity, you can do what you
please.
However this goes back to the point made before where the
implementation might change and you can't rely on it.  However there
is no useful interface equivalent for entities, so worse come to worst
you simply rebuild the plug-in come an update to the base entity.
On Thu, 09 Dec 2004 15:29:40 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:

Ronny Schedel wrote:

These are bad news :\
So, how can I change the velocity of a player without
class access?

You can't.  This isn't the Half-Life engine!  :)
--
Jeffrey botman Broome

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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
I got it working, but it would be a pain, if they change
the class in the future. Better forget to try it...
Greets
Ronny

It will not work.
You will get into a linker hell if you try. :(
Skyler York wrote:
Actually, this might be possible.  The example plug-in simply doesn't
get the interface you want by default.  Take a look at eiface.h for
IServerGameEnts.  It contains an EdictToBaseEntity function you might
be able to use.  An additional call to interfaceFactory with that
interface version could get you the interface you need to call that
function.  And then once you have a CBaseEntity, you can do what you
please.
However this goes back to the point made before where the
implementation might change and you can't rely on it.  However there
is no useful interface equivalent for entities, so worse come to worst
you simply rebuild the plug-in come an update to the base entity.

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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM 
CS:S.
That's easy.  EVERYTHING!  Every member variable of every class should
have an interface function to Get and Set it!  :)
--
Jeffrey botman Broome
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
I need :)
- Set/Get players origin
- Set/Get players velocity
- create, spawn + alter entities (models, sizes, etc)
- if user messages could change: add functions to get rid of
UserMessageBegin etc
- TakeDamage (+/-)
- weapon access
It would be nice if we had a place to add our wishes.
Greets
Ronny
You really want to access through something like IServerEntity, or some
other interface that the mod implements but can't change.  That way you
insulate your plugin from changes to each mod's code.  You're compatible
at the binary level, not at the source level.
The same thing is true of user messages.  There's no guarantee that each
mod implements them the same way.  The packets could be different in
each mod.  You'd be better off using an interface that allows the plugin
to ask the mod's server.dll to send the message.
HL2DM and CS:S are similar enough right now, but if you want your server
plugins to continue to work as numerous third party mods appear, you
shouldn't rely on the layout of things that aren't versioned/controlled
with interfaces.  Things will probably diverge pretty quickly.
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM 
CS:S.
Jay
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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Don Alvarez
Ronny's list looks like a good start to me, too.
-Don

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Thursday, December 09, 2004 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Using c_baseplayer in a server plugin



I need :)
- Set/Get players origin
- Set/Get players velocity
- create, spawn + alter entities (models, sizes, etc)
- if user messages could change: add functions to get rid of
UserMessageBegin etc
- TakeDamage (+/-)
- weapon access

It would be nice if we had a place to add our wishes.

Greets
Ronny

 You really want to access through something like IServerEntity, or
 some other interface that the mod implements but can't change.  That
 way you insulate your plugin from changes to each mod's code.  You're
 compatible at the binary level, not at the source level.

 The same thing is true of user messages.  There's no guarantee that
 each mod implements them the same way.  The packets could be different
 in each mod.  You'd be better off using an interface that allows the
 plugin to ask the mod's server.dll to send the message.

 HL2DM and CS:S are similar enough right now, but if you want your
 server plugins to continue to work as numerous third party mods
 appear, you shouldn't rely on the layout of things that aren't
 versioned/controlled with interfaces.  Things will probably diverge
 pretty quickly.

 You should let us know what data you are trying to access in your
 plugins so we can add it to an interface and implement it in HL2DM 
 CS:S.

 Jay


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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
The whole metamod functionality would be a good beginning.
Greets
Ronny

Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM 
CS:S.
That's easy.  EVERYTHING!  Every member variable of every class should
have an interface function to Get and Set it!  :)
--
Jeffrey botman Broome
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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Skyler York
Well heh, not necessarily everything, but a nice start would be a
basic interface for the common objects a plug-in would need access to
- entities, players, weapons, etc.  Obviously what we consider
common is subjective but I think we can all agree on entities and
players for starters.  Things that control position, velocity, angles,
health, armor, etc.  I don't imagine it would be too much of a burden
on mod authors to stub out anything they don't use, the idea being
that the common functionality is used more often than it is not not.

On Thu, 09 Dec 2004 16:24:31 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 Jay Stelly wrote:
 
  You should let us know what data you are trying to access in your
  plugins so we can add it to an interface and implement it in HL2DM 
  CS:S.

 That's easy.  EVERYTHING!  Every member variable of every class should
 have an interface function to Get and Set it!  :)

 --
 Jeffrey botman Broome



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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote:
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM 
CS:S.

That's easy.  EVERYTHING!  Every member variable of every class should
have an interface function to Get and Set it!  :)
No, seriously, stuff from the old entvars_t structure would be nice...
string_tclassname;
vec3_t  origin;
vec3_t  velocity;
vec3_t  angles; // Model angles
vec3_t  avelocity;  // angle velocity (degrees per second)
vec3_t  punchangle; // auto-decaying view angle adjustment
vec3_t  v_angle;// Viewing angle (player only)
int fixangle;   // 0:nothing, 1:force view angles, 2:add 
avelocity
int modelindex;
string_tmodel;
int viewmodel;  // player's viewmodel
int weaponmodel;// what other players see
vec3_t  absmin; // BB max translated to world coord
vec3_t  absmax; // BB max translated to world coord
vec3_t  mins;   // local BB min
vec3_t  maxs;   // local BB max
vec3_t  size;   // maxs - mins
int movetype;
int solid;
int skin;
int body;   // sub-model selection for studiomodels
float   gravity;// % of normal gravity
float   friction;   // inverse elasticity of MOVETYPE_BOUNCE
// animation stuff (optional?)
int sequence;   // animation sequence
int gaitsequence;   // movement animation sequence for 
player (0 for none)
float   frame;  // % playback position in animation 
sequences (0..255)
float   animtime;   // world time when frame was set
float   framerate;  // animation playback rate (-8x to 8x)
bytecontroller[4];  // bone controller setting (0..255)
byteblending[2];// blending amount between sub-sequences 
(0..255)
// render effects (would be nice to do glowshell on people! he-he)
int rendermode;
float   renderamt;
vec3_t  rendercolor;
int renderfx;
float   health;
float   frags;
int weapons;  // bit mask for available weapons
float   takedamage;
int deadflag;
vec3_t  view_ofs;   // eye position
int spawnflags;
int flags;
float   max_health;
float   armortype;
float   armorvalue;
int waterlevel;
int watertype;
string_tnetname;
float   maxspeed;
float   fov;
int oldbuttons;
Some of these are already implemented via interfaces, but I didn't want
to take the time to go through and weed out the ones that were already
available.
--
Jeffrey botman Broome
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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
Everything that botman just said is needed A LOT

Also, being able to send messages to clients that create effects, such as
messages that were in the const.h in HL1.  I see these exist in the te_*.cpp
files, but it's not possible for us to use.

It just seems like our capabilities are SEVERLY limited in the HL2SDK vs.
HL1SDK.  A lot of functionality has been removed.  Yes I realize they are
different, but I just assumed the same functionality that was given with
metamod would have been included in HL2, if not more.  My dreams of creating
a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything
w/changing entities, creating effects, etc.. etc..

Also a function that would be GREAT

Is a function that is called BEFORE the engine processes the damage, so we
can modify the damage w/o having to change the user's health directly.  So
lets say I shoot someone with an M4 and it does 30 damage, I want to change
it to 40 before it is processed and the client's health is changed.

Thanks,
Josh


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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Napier, Kevin
Josh,
Give it time, seems like the current release(s) are still quite a work in 
progress.
Remember the hl1 sdk didn't exactly appear in it's near final form for quite 
some time after the game was released. We all had dreams..and expectations of 
getting a really good sdk release prior to launch ( a year ago for that matter) 
but things just didn't work out that way.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Josh
Sent: Thursday, December 09, 2004 7:57 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Using c_baseplayer in a server plugin


Everything that botman just said is needed A LOT

Also, being able to send messages to clients that create effects, such as
messages that were in the const.h in HL1.  I see these exist in the te_*.cpp
files, but it's not possible for us to use.

It just seems like our capabilities are SEVERLY limited in the HL2SDK vs.
HL1SDK.  A lot of functionality has been removed.  Yes I realize they are
different, but I just assumed the same functionality that was given with
metamod would have been included in HL2, if not more.  My dreams of creating
a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything
w/changing entities, creating effects, etc.. etc..

Also a function that would be GREAT

Is a function that is called BEFORE the engine processes the damage, so we
can modify the damage w/o having to change the user's health directly.  So
lets say I shoot someone with an M4 and it does 30 damage, I want to change
it to 40 before it is processed and the client's health is changed.

Thanks,
Josh


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