//----------------------------------------------------------------------------- // Purpose: Returns a client that could see the entity, including through a camera //----------------------------------------------------------------------------- edict_t *UTIL_FindClientInVisibilityPVS( edict_t *pEdict ) { return UTIL_FindClientInPVSGuts( pEdict, g_CheckClient.m_checkVisibilityPVS, sizeof( g_CheckClient.m_checkVisibilityPVS ) ); }
//----------------------------------------------------------------------------- // Purpose: Wrapper allowing gamerules to change the way client-finding in PVS works //----------------------------------------------------------------------------- edict_t *CGameRules::DoFindClientInPVS( edict_t *pEdict, unsigned char *pvs, unsigned pvssize ) { return UTIL_FindClientInPVSGuts( pEdict, pvs, pvssize ); }