No what I mean is the way you are trying to do this is so not close to what you need to be doing that the word "wrong" doesn't even adequately describe it.Mexicouger wrote:Well I couldn't find an inbetween size. It was either 3 is greater than 0, or player hull was less than 32. That means:
0 hull: 0-2
player: 3-32
Monsters: 32^
So there is no spot for a flipping ball size... So I was stuck....
You started asking about drawing an sbar item. And doing a stuffcmd from the server to the client would work just fine.
And now you are trying to apply it to the server. And you can't.
Quake has a client side and a server side. There can up to 16 clients connected so consider for a moment that there are 2 clients connected, when you are trying to have cl_mball pick the hull is that going to be for player 1 or player 2 or player 16?
I suggested the name of "cl_mball" where the "cl_" stands for client.
Ok, first of all ... have you added a field called something like .mball in defs.qc? In QuakeC you will need a field like that keep track of what state each of the 16 potential clients is in.
This "cl_mball" picking the hull thing ... you need to have that kind of thing in QuakeC. Don't think engine at all for game logic, hull selection ... QuakeC handles the game logic.
You can have sbar.c read a stuffcmd to know what it is supposed to display on the HUD. But maybe even better, when you are ball you can't fire right (I don't recall in Metroid prime being able to fire as a ball)? A more proper way to do this is having the "ball" state be a specific weapon, like 0. Then you won't need to even stuffcmd a cvar (nor add a field to defs.qc).
The next time I have time, which might be a day or 2 I'll give you some more specifics of how you might achieve this.