Re: [ioquake3] Opposite of trap calls to access game private data

2013-05-05 Thread Stephen LARROQUE
Yes indeed I found that VM_Call and VMmain() (the latter being to add more VM calls if I understood well) are what are needed, as nicely explained here: http://www.cs.rochester.edu/trac/quagents/wiki/ServerProgrammingDealingWithVMs "Getting Into the VM Getting into the VM is very easy. Each modu

[ioquake3] Detecting nearest opponents and in line of sight

2013-05-05 Thread Stephen LARROQUE
I am looking for methods to do the two following operations: 1- Find the nearest opponent(s) to a player given its positions. 2- Find if an opponent is in line of sight, but passing through walls. 3- Find opponent nearest to the line of sight. For 1 I think I must use SV_AreaEntities (alias G_ENT

Re: [ioquake3] Detecting nearest opponents and in line of sight

2013-05-05 Thread Stephen LARROQUE
Ok I think I've got it about vectors management, tell me if I'm wrong: ioquake3 defines vectors as 3D arrays (or arrays of 3 items, for X, Y, Z), as vec3_t type. Then ioquake3 provides a few simple operators on these vectors, such as VectorSubstract, VectorCopy, VectorAdd, VectorScale, VectorClea