FM_AddToFullPack explanation
ok well i have this and i was hoping mabye some1 can explain what each thing is
Code:
register_forward( FM_AddToFullPack, "fwdAddToFullPack_Post", 1 ); |
Re: FM_AddToFullPack explanation
/*
AddToFullPack Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise state is the server maintained copy of the state info that is transmitted to the client a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc. e and ent are the entity that is being added to the update, if 1 is returned host is the player's edict of the player whom we are sending the update to player is 1 if the ent/e is a player and 0 otherwise pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS. we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame */ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet ) |
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