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Solved How is PVS ( Potentially view set ) calculated for an origin ?


  
 
 
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iceeedr
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Join Date: Apr 2017
Location: Brazil
Old 06-18-2022 , 23:57   Re: How is PVS ( Potentially view set ) calculated for an origin ?
Reply With Quote #6

Quote:
Originally Posted by Natsheh View Post
I found a simpler way to do it using SV_ValidClientMulticast.

PHP Code:
// Is Origin in player's potentially view set?
bool:IsOriginInPlayerPVS(const idFloat:fMessageOrigin[3])
{
    static 
leafnum;
    
leafnum OrpheuCallSV_PointLeafnumfMessageOrigin );

    return 
boolOrpheuCallSV_ValidClientMulticastidleafnumMSG_PVS );

all i need are the signatures ReHLDS latest version REHLDS_v311-776
Dumb question, you've tried it, I haven't tested it so I can't confirm.

PHP Code:
bool:IsOriginInPlayerPVS(const idFloat:fMessageOrigin[3])
{
        static 
leafnum;
        
leafnum SV_PointLeafnum(fMessageOrigin)

        return 
boolSV_ValidClientMulticastidleafnumMSG_PVS );

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Quote:
Originally Posted by fysiks View Post
Please stop trying to help. You appear to just be posting random stuff. Wait until you actually understand more about AMX Mod X and how the game works.
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