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cl_fullupdate on client


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Franc1sco
Veteran Member
Join Date: Oct 2010
Location: Spain (Madrid)
Old 08-23-2022 , 12:12   Re: cl_fullupdate on client
Reply With Quote #11

Quote:
Originally Posted by Marttt View Post
In L4D2 there is a glitch when a client press ALT+TAB and then came back, you keep seeing a ghost glow player, in this case, it is useful (still laggy)
If its for L4D2 then PTaH use "CGameClient::UpdateAcknowledgedFramecoun t" signature, and from this topic it says the same, so you can get it from there for L4D2.
Code:
50	4	CBaseClient::UpdateAcknowledgedFramecount(int)
Do a SDKCall with it.
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Last edited by Franc1sco; 08-23-2022 at 13:11.
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slava123
Junior Member
Join Date: Apr 2022
Location: zm_crazycity
Old 08-24-2022 , 17:19   Re: cl_fullupdate on client
Reply With Quote #12

Quote:
Originally Posted by Zynda View Post
Why do you want to force a full update in the first place?
I imagine it would be unpleasant on the receiving end, not something you'd want to do on a whim.
I want to use it with this plugin (https://forums.alliedmods.net/showthread.php?p=1776475), if you have used !tp, the client's weapons keep glitching and you have to use fullupdate or respawn to fix them.
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slava123
Junior Member
Join Date: Apr 2022
Location: zm_crazycity
Old 08-24-2022 , 17:20   Re: cl_fullupdate on client
Reply With Quote #13

Quote:
Originally Posted by Franc1sco View Post
You can use PTaH_ForceFullUpdate native from PTaH extension.
PHP Code:
/**
 *    Sends to Player a full update packet.
 * @param iClient                Index Player.
 *    -
 * @noreturn
 *    -
 * @error invalid iClient.
*/
native void PTaH_ForceFullUpdate(int iClient); 
is there any version for CSS?
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