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BeetleFart
SourceMod Donor
Join Date: Apr 2004
Old 04-04-2005 , 15:51  
Reply With Quote #11

Quote:
Originally Posted by Webring
Hey guys,
What the hell I need to get this simple example to work?
Code:
#include "baseentity.h"

virtual void test(edict_t *pEntity); //in the header

void test(edict_t *pEntity) { 
CBaseEntity *pPlayer = pEntity->GetUnknown()->GetBaseEntity();
pPlayer->SetRenderMode(kRenderNone);
}

Code:
errors
..\..\dlls\entityoutput.h(66) : error C2061: syntax error : identifier 'ISave'
..\..\dlls\entityoutput.h(67) : error C2061: syntax error : identifier 'IRestore'
..\..\dlls\entityoutput.h(76) : error C2079: 'm_Value' uses undefined class 'variant_t'
..\..\dlls\ServerNetworkProperty.h(168) : error C2065: 'ENTINDEX' : undeclared identifier
..\..\dlls\baseentity.h(203) : error C2079: 'value' uses undefined class 'variant_t'
..\..\dlls\baseentity.h(757) : error C2065: 'CPredictableId' : undeclared identifier
..\..\dlls\baseentity.h(757) : error C2955: 'CNetworkVarBase' : use of class template requires template argument list
        ..\..\public\networkvar.h(283) : see declaration of 'CNetworkVarBase'

I have run into the same type problem..theres things in the class that the plugin doesnt like...

I have commented out alot of things that are not used..to get to use baseentity..
but if I try to use the render functions I get a linker error because I commented out the NetworkProp's portion..

Im sure theres gotta be a better way I just dont know it.
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Mani
Veteran Member
Join Date: Dec 2004
Location: UK
Old 04-04-2005 , 17:35  
Reply With Quote #12

Only two modes seem to work anyway on CS Source.

kRenderNormal
kRenderNone

I suspect there is a bit more to it than just

SetRenderMode()

Still the RenderNone would be okayish for a 'Invisibilty Mode'

Mani.
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Webring
Junior Member
Join Date: Mar 2005
Old 04-04-2005 , 19:16  
Reply With Quote #13

Thanks BeetleFart, i'll try that, hopefully I can get it all to work, definitely want to add this to plugin.
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vancelorgin
Senior Member
Join Date: Dec 2004
Location: san frandisco
Old 04-05-2005 , 06:21  
Reply With Quote #14

Well me an qizmo were playing with them back in like january, and alot of them do work. Some of them are pretty funny.
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vancelorgin
Senior Member
Join Date: Dec 2004
Location: san frandisco
Old 04-05-2005 , 06:23  
Reply With Quote #15

and beetle - damn - just include the headers from a source file in the sdk - utils.cpp for example. include them all, unmodified, with #GAME_DLL 1 everywhere. You'll need to mod networkvar.h because it's gay, and change all 'private:' and 'protected:' to 'public:' in some headers, but don't comment out shit
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sslice
Senior Member
Join Date: Feb 2005
Location: Texas, USA
Old 04-05-2005 , 07:34  
Reply With Quote #16

Quote:
Originally Posted by vancelorgin
wtf is phantom ct
It's a model that was a Shader test for some interesting effect. Here's the video.

http://www.enclosed.net/css/phantom_ct.avi

Edit: Actually it's called Predator CT.
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vancelorgin
Senior Member
Join Date: Dec 2004
Location: san frandisco
Old 04-05-2005 , 07:37  
Reply With Quote #17

That would most definatly not be a rendermode, but I actually think this is possible from a server [plugin] >)
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Webring
Junior Member
Join Date: Mar 2005
Old 04-05-2005 , 12:44  
Reply With Quote #18

Quote:
and beetle - damn - just include the headers from a source file in the sdk - utils.cpp for example. include them all, unmodified, with #GAME_DLL 1 everywhere. You'll need to mod networkvar.h because it's gay, and change all 'private:' and 'protected:' to 'public:' in some headers, but don't comment out shit
vancelorgin I changed all private/protected to public in networkvar.h and included all headers in

ai_initutils.cpp
ai_utils.cpp
collisionutils.cpp
map_utils.cpp
ScratchPadUtils.cpp
zip_utils.cpp
studio_utils.cpp

and I got about 26 errors.

I tried all these includes http://www.foxdedicated.com/miniplugin.cpp and still got a bunch of errors. :\
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BeetleFart
SourceMod Donor
Join Date: Apr 2004
Old 04-05-2005 , 13:55  
Reply With Quote #19

Quote:
Originally Posted by vancelorgin
and beetle - damn - just include the headers from a source file in the sdk - utils.cpp for example. include them all, unmodified, with #GAME_DLL 1 everywhere. You'll need to mod networkvar.h because it's gay, and change all 'private:' and 'protected:' to 'public:' in some headers, but don't comment out shit
aight...I commented out...cause someone told me that when I was first starting this ...
Ill start over in another folder and give it a try..
and as always thanks for your help!!
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vancelorgin
Senior Member
Join Date: Dec 2004
Location: san frandisco
Old 04-05-2005 , 14:52  
Reply With Quote #20

not in forkin networkvar.h - I meant in like class CBaseEntity, make it all public

I fucking hate fixing compiler and linker errors for people, but I might in this instance. I'm not gonna make a whole damn test project to do it though - post your damn errors
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