trap_GetTag


(fretn) #1

qboolean trap_GetTag( int clientNum, char *tagName, orientation_t *or );

when I run a NON dedicated server this function returns true when I run a dedicated server it returns false … can some-one explain why ?

fretn


(digibob) #2

Hehe, that’s the slight catch with trap_GetTap, it relies on a local client to be running the server to get any return value, otherwise it earlys out, and you get no info, hence why there is a backup for headshot detection. Rather annoying it is, yes.


(fretn) #3

hmmz, …

is there an other way to get on the serverside the origin of a tag that’s attached to playermodel ?

thx

fretn


No man’s land
http://www.planetwolfenstein.com/nml

<font size=-1>[ This Message was edited by: fretn on 2002-09-19 23:02 ]</font>


(digibob) #4

One word, nope. Not reliably (or in realtime anyway) with the current system.


(fretn) #5

is the trap_GetTag “fixed” in 1.4 ?

fretn


(digibob) #6

It’s not broken :smile:


(fretn) #7

that’s why I used the " :razz:

so it’s not changed ?

fretn


(digibob) #8

Correct.