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[Solved] UpdateRadar usermessage structure reading/writing


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Peace-Maker
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Join Date: Aug 2008
Location: Germany
Old 12-05-2011 , 13:49   Re: [Solved] UpdateRadar usermessage structure reading/writing
Reply With Quote #11

Quote:
Originally Posted by GoD-Tony View Post
That's because the radar is done half server-side, half client-side. A few conditions apply:

- If a player comes within transmitting distance of the client, then the client will manage the radar point for that player and ignore what the server tells it.
- The client will only show a point on the radar for a player that is InGame (and alive?).
- The client will only show one point per client index, and never one for itself.
- Sending a second radar point for the same client index will overwrite the previous one.

In theory you could create your own points by spawning a FakeClient far away and sending your own radar data. You would also have to set CCSPlayerResource::m_bPlayerSpotted to true for that index.
That's an interesting idea. I'll mess around with that. You'd need to manage the round end conditions either, since those bots would never die. And you would need to skip them as spectator and hide them from the scoreboard, so you don't see random bots floating around midair. Sounds all possible
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Riton9
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Join Date: Aug 2016
Location: France
Old 08-20-2017 , 15:47   Re: [Solved] UpdateRadar usermessage structure reading/writing
Reply With Quote #12

Still need it or this is fixed in SM 1.8 ?
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Neuro Toxin
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Old 08-20-2017 , 18:08   Re: [Solved] UpdateRadar usermessage structure reading/writing
Reply With Quote #13

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Originally Posted by Riton9 View Post
Still need it or this is fixed in SM 1.8 ?
Lol. Talk about raising a thread from the dead.

Last post 2011.
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