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client side cl_fullupdate


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farawayf
Senior Member
Join Date: Jan 2019
Old 04-01-2019 , 08:42   client side cl_fullupdate
Reply With Quote #1

is there a way to force client "cl_fullupdate" without sv_cheats enabled ?
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backwards
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Join Date: Feb 2014
Location: USA
Old 04-01-2019 , 23:12   Re: client side cl_fullupdate
Reply With Quote #2

Yes it's possible, also which game?

https://forums.alliedmods.net/showpo...92&postcount=8
https://forums.alliedmods.net/showpo...95&postcount=9
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farawayf
Senior Member
Join Date: Jan 2019
Old 04-02-2019 , 07:23   Re: client side cl_fullupdate
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CS:S
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 04-09-2019 , 07:36   Re: client side cl_fullupdate
Reply With Quote #4

Quote:
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Kellan123
AlliedModders Donor
Join Date: Aug 2012
Old 04-09-2019 , 15:28   Re: client side cl_fullupdate
Reply With Quote #5

Old Post by SM9

Quote:
Originally Posted by SM9 View Post
And here is an example of what you could do...

PHP Code:
#pragma semicolon 1
#pragma newdecls required

#include <FullUpdate>

public void OnPluginStart() {
    
HookEventEx("round_start"Event_RoundStart);
}

public 
void Event_RoundStart(Event evGlobalchar[] szEventbool bDontBroadcast
{
    for(
int i 1<= MaxClientsi++) {
        if(!
IsClientInGame(i)) {
            continue;
        }
        
        
ClientFullUpdate(i);
    }

Attached Files
File Type: txt FullUpdate.games.txt (1.3 KB, 278 views)
File Type: inc FullUpdate.inc (430 Bytes, 251 views)
File Type: sp Get Plugin or Get Source (fullupdate.sp - 252 views - 4.1 KB)

Last edited by Kellan123; 04-09-2019 at 15:33.
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Kellan123
AlliedModders Donor
Join Date: Aug 2012
Old 04-09-2019 , 15:31   Re: client side cl_fullupdate
Reply With Quote #6

New Post by SM9

Quote:
Originally Posted by SM9 View Post
Updated Linux gamedata also a simplified plugin if you would like to modify it (Thanks to a friend).
Attached Files
File Type: txt FullUpdate.games.txt (534 Bytes, 252 views)
File Type: sp Get Plugin or Get Source (FullUpdateTest.sp - 561 views - 1.7 KB)

Last edited by Kellan123; 04-09-2019 at 15:32.
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farawayf
Senior Member
Join Date: Jan 2019
Old 04-10-2019 , 06:49   Re: client side cl_fullupdate
Reply With Quote #7

Code:
[SM] Exception reported: PrepSDKCall_SetFromConf(hGameConf, SDKConf_Virtual, "CBaseServer::GetClient" failed!
L 04/10/2019 - 13:28:32: [SM] Blaming: FullUpdate.smx
L 04/10/2019 - 13:28:32: [SM] Call stack trace:
L 04/10/2019 - 13:28:32: [SM]   [0] SetFailState
L 04/10/2019 - 13:28:32: [SM]   [1] Line 33, FullUpdate.sp::OnPluginStart
L 04/10/2019 - 13:28:32: [SM] Unable to load plugin "FullUpdate.smx
both FullUpdate.games giving those errors
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Miguel100
Member
Join Date: Oct 2010
Location: Portugal
Old 11-11-2020 , 21:08   Re: client side cl_fullupdate
Reply With Quote #8

Quote:
Originally Posted by farawayf View Post
Code:
[SM] Exception reported: PrepSDKCall_SetFromConf(hGameConf, SDKConf_Virtual, "CBaseServer::GetClient" failed!
L 04/10/2019 - 13:28:32: [SM] Blaming: FullUpdate.smx
L 04/10/2019 - 13:28:32: [SM] Call stack trace:
L 04/10/2019 - 13:28:32: [SM]   [0] SetFailState
L 04/10/2019 - 13:28:32: [SM]   [1] Line 33, FullUpdate.sp::OnPluginStart
L 04/10/2019 - 13:28:32: [SM] Unable to load plugin "FullUpdate.smx
both FullUpdate.games giving those errors

Hello, have u fixed these errors?


Cheers
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FroGeX
Senior Member
Join Date: Aug 2020
Old 11-13-2020 , 07:00   Re: client side cl_fullupdate
Reply With Quote #9

What do this command?
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farawayf
Senior Member
Join Date: Jan 2019
Old 11-14-2020 , 13:44   Re: client side cl_fullupdate
Reply With Quote #10

Quote:
Originally Posted by Miguel100 View Post
Hello, have u fixed these errors?


Cheers
Hi.
Unfortunately no. No longer needed.


Quote:
Originally Posted by FroGeX View Post
What do this command?
Shortly, refreshing edicts datas, mostly by passing null to tick.
That fixes some visual bugs related to models, animations and etc.
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