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sourcemod version of amxmod's FM_AddToFullPack?


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cPhoenix
Junior Member
Join Date: Jun 2018
Old 11-02-2020 , 10:48   sourcemod version of amxmod's FM_AddToFullPack?
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FM_AddToFullPack
It's called every frame for every entity for every player, basically
allows to manage network data somewhat, what is going to be send to player A and what player B

Is there such thing in sourcemod?
----------------------------
Another example:

If I spawn entity, could I give it's origin or any other parameter, different for each client?
For player A, entity might be at bomb site A and for be it would be for site B, just an example.

Last edited by cPhoenix; 11-02-2020 at 11:00.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 11-02-2020 , 14:58   Re: sourcemod version of amxmod's FM_AddToFullPack?
Reply With Quote #2

There isn't one.

The Source engine does a lot of batching optimizations with networking, a single entity is only encoded for networking once to all clients, so you can't send data to different clients without breaking that - which has such CPU costs that it is untenable. (There is a fork of the SendProxy extension that allows it if you really want to go down that route, but you won't like it.)

What you can do is use SDKHooks to hook SetTransmit, which is a forward that allows you to control whether an entity is networked to clients at all. Some people have built elaborate things on top of that with cloning an entity and sending each one to distinct groups of clients.
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