pvs
pvs
This library is exposed by the pvs
module and provides PVS related functions
Methods
Adds the given Entity to be transmitted.
Only use this function inside the HolyLib:PreCheckTransmit or HolyLib:PostCheckTransmit hook!
Verify that the
always
works as intented.
pvs.AddEntityToPVS( Entity entity )
Adds the given entity to the PVS
You should only use this inside the SetupPlayerVisibility hook.
pvs.AddOriginToPVS( Vector pos )
Adds the given Origin to the PVS.
Works like GMod's AddOriginToPVS function.
Works like GMod's AddOriginToPVS function.
Returns whether or not the given areas are connected.
Direct bind to
Direct bind to
IVEngineServer::CheckAreasConnected
We don't validate if you pass valid areas!
Returns whether or not the given box is inside the PVS.
Checks if the given position is inside the current PVS.
Returns a sequential table containing all entities in the PVS.
pvs.FL_EDICT_ALWAYS()
The Entity will always be networked and ignore the PVS.
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
pvs.FL_EDICT_DONTSEND()
The Entity won't be networked.
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
pvs.FL_EDICT_FULLCHECK()
Calls the Entity's
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
ShouldTransmit
function to receive a new FL_EDICT flag for networking.Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
pvs.FL_EDICT_PVSCHECK()
The Entity will be networked when inside the pvs.
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
Used by pvs.OverrideStateFlags, pvs.GetStateFlags and pvs.SetStateFlags.
pvs.ForceFullUpdate( Player ply )
Forces a full update for the specific client.
Returns the number of clusters that exist.
Direct bind to
Direct bind to
IVEngineServer::GetArea
number pvs.GetClusterCount( )
Returns the number of clusters that exist.
Direct bind to
Direct bind to
IVEngineServer::GetClusterCount
Returns the number of clusters that exist.
Direct bind to
Direct bind to
IVEngineServer::GetClusterForOrigin
table pvs.GetEntitiesFromTransmit( )
Returns a table containing all entities that will be transmitted.
Only use this function inside the HolyLib:PreCheckTransmit or HolyLib:PostCheckTransmit hook!
pvs.GetPVSForCluster( number cluster )
Sets the current PVS to that of the given cluster.
We don't validate if you pass valid clusters!
Returns the state flags for the given entity.
Only use the
engine
argument if you know what your doing
boolean pvs.IsEmptyBaseline( )
Returns
true
if the baseline is empty.
Only use this function inside the HolyLib:PreCheckTransmit or HolyLib:PostCheckTransmit hook!
This function was removed since I can't get it to work / It would be a bit more complicated than first anticipated.
Overrides the State flag for this Snapshot.
You should only use this inside the SetupPlayerVisibility hook.
Should be used inside the HolyLib:PreCheckTransmit or SetupPlayerVisibility hook as else it will affect the next transmit of any player! Only use the
Should be used inside the HolyLib:PreCheckTransmit or SetupPlayerVisibility hook as else it will affect the next transmit of any player! Only use the
engine
argument if you know what your doing
Removes all Entities from being transmitted.
Only use this function inside the HolyLib:PreCheckTransmit or HolyLib:PostCheckTransmit hook!
Removes the given entity from being transmitted.
Only use this function inside the HolyLib:PreCheckTransmit or HolyLib:PostCheckTransmit hook!
pvs.ResetPVS()
Resets the current PVS.
Adds the given Entity to be transmitted.
Only use this function inside the HolyLib:PreCheckTransmit hook!
Sets the State flag for this entity.
Unlike pvs.OverrideStateFlags, this won't be reset after the snapshot.
Only use the
engine
argument if you know what your doing.