Dusty Posted August 24, 2016 Share Posted August 24, 2016 ^Topic. Mainly functions that are constantly checking things in real time (like ClientThink_Real). Any differences between single and multi player? Link to comment
Raz0r Posted August 24, 2016 Share Posted August 24, 2016 For multiplayer, Clientthink is called whenever a packet arrives. It could be called multiple times per server frame (unless g_synchronousClients is set to 1) Only the G_RunFrame call tree is once per server frame. Link to comment
Solution eezstreet Posted August 27, 2016 Solution Share Posted August 27, 2016 Singleplayer:ClientThink is run on every NPC (alive or dead), every frame (as defined by sv_fps) as long as it has a BSTATE that can be executed and it's not part of a ROFF. It runs for the player(s) as @@Raz0r describes.G_RunFrame is done the same way. There is a cgame portion although this gets weird as the cgame portion of the SP DLL uses VM calls (like jamp.exe with its DLLs) and the game portion uses GetGameAPI (like openjk) Asgarath83 likes this Link to comment
Dusty Posted December 2, 2016 Author Share Posted December 2, 2016 Quick question, what's an ROFF? Link to comment
Raz0r Posted December 3, 2016 Share Posted December 3, 2016 mrwonko is a pro http://mrwonko.de/blog/2010/roff-the-raven-object-file-format-reverse-engineered.html Smoo likes this Link to comment
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