Server tells so and so is glowing

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UNI
Posts: 7
Joined: Fri Nov 26, 2010 5:22 am

Server tells so and so is glowing

Post by UNI »

ok i don't have the battlesuit for example.
A player grabs it.
Where does the server tell me render the glow?
I'm looking for any instance this may happen quad, battlesuit, etc
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Server tells so and so is glowing

Post by ^misantropia^ »

I think that you are looking for CG_PlayerPowerups() in cgame/cg_players.c and possibly CG_AddWeaponWithPowerups() in cgame/cg_weapons.c.
UNI
Posts: 7
Joined: Fri Nov 26, 2010 5:22 am

Re: Server tells so and so is glowing

Post by UNI »

thank you
Aren't these areas where the client renders it? I'm sorry for not being more specific. Someone else picks up the battlesuit. That's then sent to the server. Then the server tells everyone to color that client with the battlesuit. Then my client renders it. Or at least that's my impression of how it would work.
I'm looking for where the server tells everyone to render the glow.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Server tells so and so is glowing

Post by ^misantropia^ »

Ah, like that. It's slightly different from how you describe it: the client doesn't say "I have the quad", it only sends movements. The server registers when someone runs over the quad and then this happens:

1. ent->client->ps.powerups[PW_QUAD] is set...
2. that's automagically transmitted to the clients (happens in the engine, not in the SDK), and...
3. clients render the glow

So no distinct event is sent to the clients, it's all implied in the per-server frame snapshot.
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