User:Dutchmega/code: Difference between revisions
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I've got more of this stuff. Where should I put them all? Just here or... somewhere else... <sup>(Ha! you didn't expect the last 2 words, did you?)</sup>  | |||
== Making the antlion burn! ==  | == Making the antlion burn! ==  | ||
Add the following under <code>protected</code> in npc_antlion.h  | Add the following under <code>protected</code> in npc_antlion.h  | ||
| Line 102: | Line 105: | ||
Also take a look at the code from [[SDK_Known_Issues_List#Sticky_Player_Collisions|Sticky Player Collisions]]  | Also take a look at the code from [[SDK_Known_Issues_List#Sticky_Player_Collisions|Sticky Player Collisions]]  | ||
Revision as of 15:03, 3 August 2006
I've got more of this stuff. Where should I put them all? Just here or... somewhere else... (Ha! you didn't expect the last 2 words, did you?)
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 )
{
	if( Q_stricmp( var->GetString(), var->GetDefault() ) ) 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
Improved lagcompensation code
Open dlls/player_lagcompensation.cpp and replace, around line 369
// lost track, too much difference return;
with
// DM: Some small improvements for lagcompensation // From Plan of Attack-source // did we found a context smaller then target time ? if ( record->m_flSimulationTime <= flTargetTime ) break; // hurra, stop // store this position for the next time through the loop prevOrg = record->m_vecOrigin; // go one step back curr = track->Next( curr );
Also take a look at the code from Sticky Player Collisions