Datasets:
Tasks:
Text Generation
Modalities:
Text
Formats:
text
Languages:
Russian
Size:
10K - 100K
Tags:
code
License:
| Fakemeta function: | |
| PHP Code: | |
| EngFunc_EntitiesInPVS | |
| Description: | |
| This function checks entities that are in the PVS of an entity. | |
| It can be used on all entities except worldspawn! | |
| What is PVS? | |
| PVS means potentially visible set, this means that the entities that we have in this list can be seen. | |
| PVS does not hold just the entities that we see! | |
| By knowing this we can get to the conclusion that PVS has the role of limiting data transfer for better internet connection/lower amount of data transfer! | |
| So in small words I want to say something like this: | |
| Code: | |
| Entity that is in PVS => Can be seen => Data Transfer about that entity | |
| Entity that it is not in PVS => Can not be seen => No data transfer => Save bandwidth | |
| How does it work? | |
| Well let's say that every room of the map is a cube. | |
| We find ourselves in a room and that also means that we are in the cube of that room. | |
| We can see the entities in the next rooms because the cubes of that room touch with the cube of the room we are in. | |
| How do I use this function? | |
| Well this function doesn't work like EngFunc_FindEntityInSphere so the HL engine has another method of providing the information. | |
| At first this function returns a start entity and after that we can find the next entity using pev_chain/EV_ENT_chain. And so on, untill pev_chain is NULL. | |
| Example Usage: | |
| PHP Code: | |
| public whatisonPVS(id) | |
| { | |
| static next, chain | |
| static class[32] | |
| next = engfunc(EngFunc_EntitiesInPVS, id) | |
| while(next) | |
| { | |
| pev(next, pev_classname, class, charsmax(class)) | |
| chain = pev(next, pev_chain) | |
| server_print("Found entity in player (%i) PVS: ent(%i) class(%s)", id, next, class) | |
| if(!chain) | |
| break | |
| next = chain | |
| } | |
| } |