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set_view's addtofullpack render affecting pev_render* returns


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georgik57
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Old 03-01-2016 , 16:52   set_view's addtofullpack render affecting pev_render* returns
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As mentioned in the title, it seems that set_view is somehow messing with my pev_render* returns.

Correct results with no set_view(or set to CAMERA_NONE):


Bad results with set_view CAMERA_3RDPERSON(kRenderTransTexture with 100.0 amount should of showed me half transparent):


Here's the whole plugin and its debugging include:
Attached Images
File Type: jpg de_aztec0011.jpg (63.2 KB, 533 views)
File Type: jpg de_aztec0012.jpg (68.9 KB, 490 views)
Attached Files
File Type: sma Get Plugin or Get Source (D7Camera.sma - 623 views - 5.9 KB)
File Type: inc d7_debug.inc (1.5 KB, 157 views)
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Last edited by georgik57; 03-19-2016 at 04:45.
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NiHiLaNTh
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Old 03-03-2016 , 14:04   Re: set_view affecting pev_render* returns
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Quote:
Originally Posted by amxmodx/modules/engine/amxxapi.cpp
Spoiler
When camera mode is switched, player rendering is changed automatically.
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Last edited by NiHiLaNTh; 03-03-2016 at 14:06.
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georgik57
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Old 03-03-2016 , 14:34   Re: set_view affecting pev_render* returns
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Yes, but in AddToFullPack, which shouldn't affect pev_render* results, since only the host sees it that way.
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Old 03-04-2016 , 03:50   Re: set_view affecting pev_render* returns
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yes, and only if host=ent.
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georgik57
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Old 03-04-2016 , 04:00   Re: set_view affecting pev_render* returns
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Quote:
Originally Posted by NiHiLaNTh View Post
yes, and only if host=ent.
btw, i barely have any knowledge about atfp parameters, handles and returns so what do you mean?
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Old 03-04-2016 , 04:31   Re: set_view affecting pev_render* returns
Reply With Quote #6

HLSDK has the answers for that.

Quote:
Originally Posted by client.cpp
/* AddToFullPack
Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise
state is the server maintained copy of the state info that is transmitted to the client a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc.

e and ent are the entity that is being added to the update, if 1 is returned

host is the player's edict of the player whom we are sending the update to player is 1 if the ent/e is a player and 0 otherwise

pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS. we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame */

player returns 1 if e/ent is player entity, 0 otherwise
as for hostflags - it has something to do with client-side predicting.
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Last edited by NiHiLaNTh; 03-04-2016 at 04:36.
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georgik57
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Old 03-04-2016 , 05:03   Re: set_view affecting pev_render* returns
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well i understood most of it and i also understand what you mean now.
it still shouldn't affect global fields, like the pev_render*, right?
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Old 03-19-2016, 04:45
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Old 03-24-2016 , 10:28   Re: set_view's addtofullpack render affecting pev_render* returns
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no help after ~1 month passed. alliedmodders community at its finest.
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Old 04-10-2016 , 05:40   Re: set_view's addtofullpack render affecting pev_render* returns
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bump
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Old 04-29-2016 , 10:48   Re: set_view's addtofullpack render affecting pev_render* returns
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what he said^
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