Here's some snippets from my *clientplugin_stub* plugin: http://pastebin.com/f4e2f336e
If you want *clientplugin_stub*, then see: http://dl.dropbox.com/u/3659843/clientplugin_stub.rar Thanks, - Saul. 2010/1/4 Tony Paloma <drunkenf...@hotmail.com> > It's not that easy. You have to do more than define a function. You'll need > to get a reference to the thing that implements IBaseClientDLL (find > gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use > something like Sourcehook to hook the vtable function. > > -----Original Message----- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Cabezas > Sent: Monday, January 04, 2010 6:22 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] client side grame frame > > yeah!, at last! :D > > ok, back on top.... thank you Mr. Saul again.... actually i implemented > your > method, but no results..... this is what i'm doing: > > void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){ > Msg("this is a frame!\n"); > } > > > what i'm doing wrong?, maybe that's not a properly way to hook a function? > :D > > also i tried IBaseClientDLL::HudUpdate, the same way above, but no results > ): > > thank you again! > > 2010/1/4 Saul Rennison <saul.renni...@gmail.com> > > > Atlast someone who knows what they're talking about! > > > > Anyway back on top. You'd need to hook > > IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and > > use that as your alternative to GameFrame. > > > > On Monday, January 4, 2010, Zach Kanzler <they4k...@gmail.com> wrote: > > > Clients do load plug-ins. You can load SourceMod client-side and change > > any > > > cvar, Tom, including sv_cheats, though it will only be changed > > client-side. > > > > > > -- > > > Zach "theY4Kman" Kanzler > > > > > > > > > On Mon, Jan 4, 2010 at 04:55, Tom Edwards <t_edwa...@btinternet.com> > > wrote: > > > > > >> You can see server commands in the console. sv_cheats, sv_password, > etc. > > >> Doesn't mean they execute on the client. > > >> > > >> On 04/01/2010 7:06, Joe Cabezas wrote: > > >> > nope > > >> > > > >> > clients DO LOAD plugins... via console commmand "plugin_load"... > > >> > > > >> > ok, that's not the main question..... > > >> > > > >> > how to run commands every frame/tick in client? > > >> > > > >> > 2010/1/4 Andrew Ritchie<gotta...@gmail.com> > > >> > > > >> > > > >> >> Quite simply the client does not load or run plug ins. If you were > > >> making > > >> >> your own mod then you could add a client side system that loads and > > runs > > >> >> them ever tick, but the client engine does not expose any systems > to > > run > > >> >> plug in type features and no Valve game is likely to offer such a > > >> feature. > > >> >> > > >> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas<joe.cabe...@gmail.com> > > >> wrote: > > >> >> > > >> >> > > >> >>> i know i can't!, actually i know that i'm doing a server solution, > > my > > >> >>> question is: "how to make it work in a client plugin"? > > >> >>> > > >> >>> maybe.... threads?, thinks?, how? > > >> >>> > > >> >>> 2010/1/4 Olly<oli...@gmail.com> > > >> >>> > > >> >>> > > >> >>>> You can't. Its a server plugin: CEmpty*Server*Plugin > > >> >>>> > > >> >>>> 2010/1/4 Joe Cabezas<joe.cabe...@gmail.com> > > >> >>>> > > >> >>>> > > >> >>>>> hello! > > >> >>>>> > > >> >>>>> i want to execute some functions in a CLIENT SIDE PLUGIN, for > > tf2... > > >> >>>>> > > >> >>> with > > >> >>> > > >> >>>>> no > > >> >>>>> results > > >> >>>>> > > >> >>>>> this is what i'm doing: > > >> >>>>> > > >> >>>>> void CEmptyServerPlugin::GameFrame( bool simulating ) > > >> >>>>> { > > >> >>>>> Msg("this is a frame!"); > > >> >>>>> } > > >> >>>>> > > >> >>>>> but, it only works when i create a server, and not when i join a > > >> >>>>> > > >> >>>> server... > > >> >>>> > > >> >>>>> > > >> >>>>> how can i access to a client-side gameframe event? > > >> >>>>> _______________________________________________ > > >> >>>>> To unsubscribe, edit your list preferences, or view the list > > >> >>>>> > > >> >> archives, > > >> >> > > >> >>>>> please visit: > > >> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> >>>>> > > >> >>>>> > > >> >>>>> > > >> >>>> _______________________________________________ > > >> >>>> To unsubscribe, edit your list preferences, or view the list > > archives, > > >> >>>> please visit: > > >> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> >>>> > > >> >>>> > > >> >>>> > > >> >>> _______________________________________________ > > >> >>> To unsubscribe, edit your list preferences, or view the list > > archives, > > >> >>> please visit: > > >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> >>> > > >> >>> > > >> >>> > > >> >> _______________________________________________ > > >> >> To unsubscribe, edit your list preferences, or view the list > > archives, > > >> >> please visit: > > >> >> <http://list.valvesoftware.com/mailman/listinfo/hlcoders> > > > > -- > > > > Thanks, > > - Saul. > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders