User:Dutchmega/code: Difference between revisions
Jump to navigation
Jump to search
Line 59: | Line 59: | ||
var->Revert(); | var->Revert(); | ||
} | } | ||
static ConVar cl_version ( "cl_version", VERSION, FCVAR_USERINFO|FCVAR_CLIENTDLL, "The version of this mod", cl_versionCallback_f );</pre> | 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 22:22, 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