Seeing through smoke
Is there a way to allow a client to see through smoke grenades that have exploded?
Or an easy way to remove sprites for a single person via a mod? |
Re: Seeing through smoke
Without slowhack (there is probably some client cvar which could be useful for that), I doubt it's possible since the smoke is handled client-side.
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Re: Seeing through smoke
Is it not possible to display a specific global sprite to players?
i.e. an "empty" smoke sprite is used by clients with this enabled, the others just see regular smoke? or is the sprites not able to be handled like that? |
Re: Seeing through smoke
Quote:
See this: http://forums.alliedmods.net/showthread.php?t=94772 |
Re: Seeing through smoke
It may have actually a way. When you throw a smoke grenade, an event is sent with PLAYBACK_EVENT_FULL for all players. I guess you could block the original call, and sending a new PLAYBACK_EVENT_FULL but this time with per player and not send to the wanted player.
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Re: Seeing through smoke
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Re: Seeing through smoke
Here some code from cssdk :
Spoiler
PLAYBACK_EVENT_FULL is just a macro for pfnPlaybackEvent ; so you can hook/call with FM_PlaybackEvent/EngFunc_PlaybackEvent. All you need to do, is to hook the function at the right time, supercede it, and calling PlayBackEvent for all players except the one you want. First and second params are for flags/invoker. Guess you have to use FEV_HOSTONLY. (hlds_sdk.inc) Well, test & see. |
Re: Seeing through smoke
Much thanks, Arkshine!
I'll throw together some code and report back when i get a chance. |
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