User:Dutchmega/code: Difference between revisions

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</pre>
</pre>


== Disallow players connecting to a serer with a different version ==
== Disallow players connecting to a server with a different version ==
Add the file <code>version.h</code> to your game_shared and add it to both projects. Content:
Add the file <code>version.h</code> to your game_shared and add it to both projects. Content:
<pre>#define VERSION "0.01"</pre>
<pre>#define VERSION "0.01"</pre>


Then add to <code>cdll_client_int.cpp</code>:
Then add to <code>cdll_client_int.cpp</code>:
<pre>static ConVar cl_version ( "cl_version", VERSION, FCVAR_USERINFO|FCVAR_CLIENTDLL, "The version of this mod" );</pre>
<pre>void cl_versionCallback_f( ConVar *var, char const *pOldString )
{
var->Revert();
}
static ConVar cl_version ( "cl_version", VERSION, FCVAR_USERINFO|FCVAR_CLIENTDLL, "The version of this mod", cl_versionCallback_f );</pre>


Then open <code>GameInterface.cpp</code> and find the function <code>ClientConnect()</code>
Then open <code>GameInterface.cpp</code> and find the function <code>ClientConnect()</code>

Revision as of 22:21, 28 April 2006

Making the antlion burn!

Add the following under protected in npc_antlion.h

virtual	bool		AllowedToIgnite( void ) { return true; }

Well, now the damh thing burns but it doesn't visually respond to it. You can use the drown-animation: Add the following piece of code to the top of the function GatherConditions():

if( IsOnFire() ) {
SetCondition( COND_ANTLION_IN_WATER );
}

UTIL_LoadTexture

Here's a very handy function from the Plan Of Attack source.

int UTIL_LoadTexture(const char *szFile)
{
#ifdef CLIENT_DLL
	char szStr[256];

	// try to pull it
	int iID = vgui::surface()->DrawGetTextureId(szFile);

	// did we get it?
	if(iID >= 0)
		return iID;

	// does the file exist?
	Q_snprintf(szStr, sizeof(szStr), "materials/%s.vmt", szFile);
	if(!vgui::filesystem()->FileExists(szStr))
	{
		DevMsg("UTIL_LoadTexture: texture %s does not exist!\n", szFile);
		return -1;
	}

	// create the new texture
	iID = vgui::surface()->CreateNewTextureID();
	vgui::surface()->DrawSetTextureFile(iID, szFile, true, false);

	return iID;
#else
	return -1;
#endif
}

Disallow players connecting to a server with a different version

Add the file version.h to your game_shared and add it to both projects. Content:

#define VERSION "0.01"

Then add to cdll_client_int.cpp:

void cl_versionCallback_f( ConVar *var, char const *pOldString )
{
	var->Revert();
}
static ConVar	cl_version	( "cl_version", VERSION, FCVAR_USERINFO|FCVAR_CLIENTDLL, "The version of this mod", cl_versionCallback_f );

Then open GameInterface.cpp and find the function ClientConnect() Replace the contents of that function with this:

	// DM: Get the version of the client and compare it with the server's version
	const char* version = engine->GetClientConVarValue( engine->IndexOfEdict( pEdict ), "cl_version" );

	if (stricmp(VERSION, version) == 0)
	{
		return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen );
		// Aka true
	}
	else
	{
		char string [256];
		Q_snprintf( string, sizeof(string), "The server runs a different version (%s)", VERSION);
		Q_strcpy( reject, string ); 
		maxrejectlen = strlen(string);
		return false;
	}

Just don't forget to change the define everytime you release a new version