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SVC_*


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BetaX
Member
Join Date: Nov 2005
Old 12-31-2005 , 03:21   SVC_*
Reply With Quote #1

Well guys, I found the SVC_*s... in util.h in the Valve SDK...

But they don't tell me very much on how to use them.

This is where you come in.

Please explain them.

Here's a list of them:

Code:
#define SVC_TEMPENTITY		23
#define SVC_INTERMISSION	30
#define SVC_CDTRACK			32
#define SVC_WEAPONANIM		35
#define SVC_ROOMTYPE		37
In the words of a true noob, HLP I PLZ :'(
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Basic-Master
Veteran Member
Join Date: Apr 2005
Location: hello pm
Old 12-31-2005 , 22:48   Re: SVC_*
Reply With Quote #2

hrm I actually can only explain SVC_TEMPENTITY and SVC_WEAPONANIM. I guess you can use SVC_CDTRACK to tell the client that it should play a cd track but don't ask me how you could use it... Anyway, SVC_TEMPENTITY creates a temporary entity, that are mostly fx effects like explosions or sprites. You can find a list of all SVC_TEMPENTITY messages here. SVC_WEAPONANIM tells the client to play a weapon animation but it often doesn't work with already-created weapons. Anyway, you can use the SVC_WEAPONANIM message in this way:
Code:
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id) write_byte(anim) // the weapon animation write_byte(pev(id, pev_body)) // the body, you can use entity_get_int(id, EV_INT_body) instead if you don't want to use the fakemeta module.. message_end()
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BetaX
Member
Join Date: Nov 2005
Old 01-01-2006 , 03:05  
Reply With Quote #3

Thank you.

<3

Any other info. on any of the other ones?
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VEN
Veteran Member
Join Date: Jan 2005
Old 01-01-2006 , 06:04  
Reply With Quote #4

You can use SVC_INTERMISSION to create intermission like at the end of map.

Code:
// taken from amx_map code message_begin(MSG_ALL, SVC_INTERMISSION) message_end()
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