How is PVS ( Potentially view set ) calculated for an origin ?
I am trying to check if an origin can be in a player's potenially view set so far i've made this, but its buggy, because it create entities.
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
Check this out: https://github.com/dreamstalker/rehl....cpp#L763-L804
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
Alright i set up a new function to find if the origin is in player PVS but now i am having problems with getting signatures :)
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
HLDS / reHLDS? Version?
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
I found a simpler way to do it using SV_ValidClientMulticast.
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
Here are the signatures for
SV_ValidClientMulticast ( the linux signature could not work, because I found just a reference from this function, not it's offset ): PHP Code:
SV_PointLeafnum: PHP Code:
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Re: How is PVS ( Potentially view set ) calculated for an origin ?
Anyway to get the address of SV_ValidClientMulticast ? i already found a ref tho but i don't know how to use it to find the actual function.
Can anyone disassemble the engine using linux OS. ? |
Re: How is PVS ( Potentially view set ) calculated for an origin ?
Solved: Using the first method in post #1 but creating the entity once and never removing it also moving it around for players prediction.
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