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-   -   A dummy question about addtofullpack (https://forums.alliedmods.net/showthread.php?t=152623)

tuty 03-12-2011 05:05

A dummy question about addtofullpack
 
Like title said, i want to glow some entities on addtofullpack forward. i want only that player who has that ability to see entities glowing. But i tried something like this but doesn't work

PS: code isn't indented but you know what i am talking about

PHP Code:

register_forwardFM_AddToFullPack"forward_AddToFullPackPost");
        
public 
forward_AddToFullPackPostes_handleeenthosthostflagsplayerpSet )
{
    if( !
player || !is_user_alivehost ) || !pev_valident ) )
    {
        return 
FMRES_IGNORED;
    }
     
    new 
szClassname30 ];
    
peventpev_classnameszClassnamecharsmaxszClassname ) );
        
        if( 
equalszClassname"hostage_entity" ) )
        {
               
set_eses_handleES_RenderFxkRenderFxGlowShell );
        
set_eses_handleES_RenderColor, { 127255} );
        
set_eses_handleES_RenderAmt13 );
         }

        return 
FMRES_IGNORED;



ConnorMcLeod 03-12-2011 07:34

Re: A dummy question about addtofullpack
 
if( !player )

This check will exit the function each time the entity passed is not a player...
Also, you would have better to do an internal plugin system to check if the entity is an hostage, may be an array, will be faster than check classname.

Code:

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



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