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Seeing through smoke


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Liverwiz
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Join Date: Feb 2010
Location: Maryland
Old 08-26-2012 , 17:33   Seeing through smoke
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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?
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Old 08-26-2012, 17:36
matsi
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Arkshine
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Join Date: Oct 2005
Old 08-26-2012 , 18:02   Re: Seeing through smoke
Reply With Quote #2

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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Liverwiz
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Old 08-26-2012 , 18:07   Re: Seeing through smoke
Reply With Quote #3

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?
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matsi
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Old 08-26-2012 , 18:18   Re: Seeing through smoke
Reply With Quote #4

Quote:
Originally Posted by Liverwiz View Post
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?
I recommended that but deleted the post.

See this:
http://forums.alliedmods.net/showthread.php?t=94772
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Arkshine
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Join Date: Oct 2005
Old 08-26-2012 , 18:18   Re: Seeing through smoke
Reply With Quote #5

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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Liverwiz
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Old 08-26-2012 , 18:42   Re: Seeing through smoke
Reply With Quote #6

Quote:
Originally Posted by matsi View Post
I recommended that but deleted the post.

See this:
http://forums.alliedmods.net/showthread.php?t=94772
That seems to just display a certain sprite to the world, not certain players. I'm looking to do this for like a shop plugin sort of thing. So you have the ability to see through smoke.

Quote:
Originally Posted by Arkshine View Post
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.
Could you point me in any direction to figure that out? As of now i'm pretty lost as to PLAYBACK_EVENT_FULL. furst time i've heard it.
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Arkshine
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Join Date: Oct 2005
Old 08-26-2012 , 19:02   Re: Seeing through smoke
Reply With Quote #7

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.
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Last edited by Arkshine; 08-26-2012 at 19:02.
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Liverwiz
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Old 08-26-2012 , 20:09   Re: Seeing through smoke
Reply With Quote #8

Much thanks, Arkshine!
I'll throw together some code and report back when i get a chance.
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