Re: [hlcoders] Accessing WndProc in HL2 SDK?
-- [ Picked text/plain from multipart/alternative ] All sorts of ways to hook WndProc. Easiest way would be to subclass HL2's window - SetWindowLong GWL_WNDPROC the window to your own func. You could use SetWindowsHookEx WH_CALLWNDPROC, but that's huge and wasteful. You could also IAT hook Dispatch/TranslateUserMessage on the appropriate module, or patch them directly. But why can't you CreateWindow your own 0px invisible window and use that? I haven't read up on DirectShow. And how are you going about widening the string? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Accessing WndProc in HL2 SDK?
-- [ Picked text/plain from multipart/alternative ] I can't hardly see straight, but I believe you forget to make room for the null terminator :P Try this crap: int iLen = strlen(lpcSong) + 1; WCHAR* lpwcSong = new WCHAR[iLen + 1]; //yay paranoia memset(lpwcSong, 0, (iLen + 1)); MultiByteToWideChar(CP_ACP, 0, lpcSong, iLen, lpwcSong, iLen); -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2MP Speed hack
Then I guess HL2 has no speed hack blocker yet. The speed hack is possible because, obviously, there's lag, so the server allows some discrepency between client and server times. Back in HL1 whever the difference got too big they'd freeze for a few seconds, but I guess it's yet to be implimented into HL2. It could very probably be done from a mod or plugin, just check some client update time if it's in there, or even the model's animation speed :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2MP Speed hack
Dude put all anticheat related code on the server whenever possible :o ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about Precaching in Source.
Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about Precaching in Source.
To me it's a choice between hooking an exposed, globally accessible interface func, or rooting through the engine for some func that will move every update and differs on every platform, then figuring out the proto and calling it correctly somehow. Bleh D: In theory it's pretty simple, and I can envision those hooks being useful to have anyway ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
You cant use CBaseEntity in a server plugin. There are unresolved symbols, so it cant be loaded by srcds. Uhm - yes you can. Try changing CBaseCombatWeapon* pWeapon = pBase-MyCombatCharacterPointer()-GetActiveWeapon(); to CBaseCombatWeapon* pWeapon = static_castCBasePlayer*(pBase)-GetActiveWeapon(); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plug-in Loading Order
Michael: I'm doing that exact same thing right now, for a module for a plugin manager that shall remain nameless :P Your plugin is loaded before any ents are created, obviously, but after all the factories are initialized and the class maps prettied up and whatnot - a very good time for loading. Hooking CreateEdict is nice, but it won't tell you what type of entity is being created. So I went on to hooking EntityFactoryDictionary, which I've become quite fond of :D A windows only way of getting the EFD ptr is in my sigscanner thread on the forums of that place (nasty, I know, but hey it works - haven't had to update it since I made it) - the linux way is a ton easier. Using my vfunc hook thing again from those forums heres a way to hook the creation of any ent, and do with it what you will (too lazy to make my vtbl hook work on lin atm, but I'll be forced to soon - again it's a ton easier) class CEntityFactoryDictionary : public IEntityFactoryDictionary { public: CEntityFactoryDictionary(); void InstallFactory( IEntityFactory *pFactory, const char *pClassName ); IServerNetworkable *Create( const char *pClassName ); void Destroy( const char *pClassName, IServerNetworkable *pNetworkable ); public: IEntityFactory *FindFactory( const char *pClassName ); CUtlDict IEntityFactory *, unsigned short m_Factories; }; CEntityFactoryDictionary* pEntityFactoryDictionary = NULL; CSigScanner SigEntityFactoryDictionary(SigEntityFactoryDictionary, SIGRANGESERVERDLL, pEntityFactoryDictionary, xxxxxxxxxxx, \x8A\x0D\x58\x16\x5A\x22\xB0\x01\x84\xC8\x75\x21\x8A\xD1\x0A\xD0\xB9\x08\x16\x5A\x22\x88\x15\x58\x16\x5A\x22\xE8\x60\x00\x00\x00\x68\x30\xD9\x3A\x22\xE8\x2F\x99\x01\x00\x83\xC4\x04\xB8\x08\x16\x5A\x22\xC3, 17, false, 2); //lol DEFVFUNC(EntityFactoryDictionary_Create, CBaseEntity*, (CEntityFactoryDictionary*, const char* lpcClassName)); CBaseEntity* VFUNC myEFD_Create(CEntityFactoryDictionary* pEFD, const char* lpcClassName){ CBaseEntity* pEntity = EntityFactoryDictionary_Create(pEFD, lpcClassName); LOG(Made ent: [%s] %x, lpcClassName, pEntity); return pEntity; } init HOOKVFUNC(pEntityFactoryDictionary, 1, EntityFactoryDictionary_Create, myEFD_Create); Regarding modifying those entities, hook their vtbls - you can do anything you want ot them. If you want a single instance only hook then swap out the ent's vtable ptr (which I've had no luck with, honestly), or hook all ents of that type by just modifying it's vtable directly (which I've had luck with). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Send user message
UserMessageBegin and MessageEnd are pretty straightforward - paste some sample code? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
On Tue, 15 Feb 2005 19:41:24 +0100, Beppo [EMAIL PROTECTED] wrote: The only thing I don't get about you Lance is the fact that you seem to be very aggressive in the way you stand your words. Just one thing... why? I believe that if a game is good at its core but flawed or lacking in some way in my eyes and the eyes of others that we should not turn away from that mod, but that we should try to fix it. Perhaps you find this proactive stance immature and unreasonable, but to each his own. Maybe you should not change/ruin/enhance any mod out there... make your own... there you can enhance and change as much stuff as you like... why do you choose the very easy way in changing the work of others that worked their asses off to get their baby to look like they wanted to have it look?? I love how you put ruin before enhance - you have a strange view. As for making my own, that's actually how I was introduced to the sdk. I've been a part of two unsuccessful mod teams (although it was quite a while ago, and for the record I was doing my part), and seen countless others suffer the same fate. So from that perspective I find it far more logical to work with mods which are already successful and have inertia than to attempt to create one from nothing, especially if you already enjoy that mod but find it lacking in areas. Of course if I had a team, an idea, and the will, I would create one, but why should I when I enjoy existing mods, especially when I can improve upon their already good foundation? A second reason for me choosing to do this is because I enjoy this kind of code: my strange skill set suits me pretty perfectly for this job. Many people want the ability to mod mods, and I'm helping give it to them. Regarding their baby looking like they want it to, my plugin wouldn't change their creation, just the instance of it running on my box. They still have their baby, and it looks exactly as they made it look, just not on my server. If the plugin is popular and is on every server, then they can choose to impliment it and change their baby for their community, or not to and to suffocate their baby. I just don't get why you are acting like this. If someone asks you nicely to leave their stuff alone... why do you not simply show some respect to them as much as they show you and do not change it...? I guess it is just for 'the fun' ... your fun... not theirs off course. Writing the plugin is for my fun, but the plugin being used is for the fun of others. Just writing the plugin affects _nobody_ but me, but releasing it can only bring about enjoyment as people who like it will stay and play with it but those who don't like it _CAN LEAVE THE SERVER_. You apparently fail to grasp this concept. That's what I simply do not like to see happen with any mod out there... one or more folks that always go the aggressive style and have 'fun' in destroying the fun of others... Dude, this is server side. People play on servers to have fun, and won't if they don't. explative omitted! Please, please tell me you understand this. Nobody suffers from me releasing a shitty plugin, because nobody will be f#cking affected by it. Now if the mod team releases a shitty patch, then everyone is affected by it. What then? (again) Go down with the ship? Turn away from the [my] answer out of spite? You baffle me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Server-side plugins and mod ownership (was: Safe way of setting weapon damages?)
I agree with this man... I've discussed an mmo mod with somebody already, and haven't considered server plugins with them yet, but I had other, similar concerns leading to the same quasi-grim conclusion for them: allow only trusted servers to join the mmo world. Putting any power in the hands of the public leads inevitably to its exploitation and abuse, but in the confines of ones own server it has no real reprecussions. The mmo realm is different though :/ Even globally tracked statistics are skewable both by servers running plugins and clients with friends and too much spare time. I really don't think banning plugins is worth global stats by any stretch of the imagination. If only there was Distinction between pure and modified servers would indeed be a hideously good thing to have, but I don't forsee it being integrated into steam at all, leaving us with the likely option of a third party server browser. It would be trivially easy to make a standard protocol for listing what plugins were being run [::cough:: ::SourceMod:: ::cough::] that any program could talk to (or it could even be added to HL's own server info protocol, at the cost of needless complexity). But then one has to ask what defines 'pure'? Absolutly _no_ admin plugins running, including votemap / kick / ban plugins? This calls for either user defined filters or a central authority (perhaps the authors of the browser). Much love and respect to botman, but I too get pissed off when I join a TFC server full of bots. Excuse the rambling, I'm half asleep. This makes it four cents. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
I apologize for any aggressive talk - I just figure everybody talks this way :/ I honestly want only the best for any creation of any modder, but, to paraphrase a recent relevant argument, if the mod author has the attitude of its my mod and I won't fix the bugs so go die, then it's in the hands of others to further the mod's development. Also apparently people get pissed off at me using I as it portrays me as an egotistical assbag - I personally don't, never have, and probably won't own a server and have yet to even make a server plugin that is beyond a test dummy. I use I because it's quicker to type than concerned persons who either own and / or adminster a server and or have the ability to modify the mod on a / their server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
On Mon, 14 Feb 2005 15:45:02 +1000, Draco [EMAIL PROTECTED] wrote: Jeez, all this over whether to use scripts or hard code to decide weapon characteristics! It is a matter of preference, there is no need to try and convince others that yours is best. It would be like me saying my programming style 'pwns' yours and that your a 'stupid n00b' for using a different one. You would most likely tell me to 'STFU' and that my style should be crammed up whatever I traditionally cram things. You wholly, entirely, completely miss the point of all this - where you got the wildly wrong idea that this was a debate on whether hardcoding or using a script interface was better is beyond me. The discussion is about the futility of his quest, and his reasons behind trying to do it. His last sentence makes this thread perfectly on topic. I do see, however, a similar futility in this argument. Some mod authors may want to stop all customization of their mod [and in all likelihood go down with their ship :p], and they will never be convinced to abandon that position. I'm just saying, to them, don't be surprised. Beyond that it's not like we're detracting from any other threads currently on the mailing list :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shake
What's stopping you from just sending a shake message? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
On Tue, 15 Feb 2005 03:10:40 +0100, Beppo [EMAIL PROTECTED] wrote: If someone changes a value within my codes or writes codes that change the behaviour of my codes then he is actually reusing it. Neg. I'm not redistributing your [already freely available] work, nor am I calling it my own. Sorry pal. In terms of inherited classes this means that any direct copy of my codes that is then changed or an inherited class with changed behaviour is actually reusing my codes too. So this falls under the intellectual property copyright law. Again, neg. But if a mod states in its licensee agreement that you are not allowed to change it in any way (agree to perform no after market modifications in termy to be allowed to use it) then the whole thing will be copyrighted. Either install it by agreeing or do not install it... your choice. I believe I have my fair use rights despite the EULA, but assuming we're in hell and I don't, then I hope both of your regular players will enjoy all three of your mod's boring, identical servers for the whole week. Karl: * I do take it as a challenge, as I find this kind of thing fun. Beyond that if the system is never tested and publically disgraced it will never be fixed. If I enjoyed the mod and wished to further mod it, however, I'd aggressivly go at it with purpose. I wouldn't however release something just to screw up gameplay :/ If I released anything I would release something on which people could build improvements to the gameplay despite the wishes of the original mod authors. * Just because the EFF is biased doesn't mean they're wrong :P * Be happy to - 'stosw' on gamesurge, #sourcemod among others. Me: It's shouldn't you moron. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
On Sun, 13 Feb 2005 12:13:51 +0100, Beppo [EMAIL PROTECTED] wrote: I do not disagree, only for a little aspect... if you want your mod to be this or that way and not another and someone changes it to become that other, then it comes close to hitting the original mod authors right into their faces. Not all mods out there do wish to fit for every player around the globe. Some want to attract only a specific type of player and so will not change their basic rules to allow the 'unwanted' folks to join the party cause this will most times ruin the gameplay for the others. If third party features are added that attract 'unwanted folks', then those people will play only on servers with those features, not the base mod servers. Fixing obvious bugs is another thing of course but only if they are really bugs and not features someone doesn't like. Who cares what someone doesn't like? If you don't like it, leave the server. Lord. New additional features should first be presented to the mod authors themselves. Maybe by even showing them first hand. Why? I value their opinion, and respect them and their work, but if, in my eyes, my feature would better the mod, I will add it regardless of their input. My plugin / feature does not become mandatory across all of their servers, just those that choose to run it. But the decission to include them in the next release Yes, this is entirely up to them, as it is their project. Only they can officially release things under their mod's name and their team's name. or 'granting you permission' to release the modification to players/servers that want to use it is up to them. This is where you're wildly wrong. I can release whatever I damn well please, and run whatever I want on my server. Sorry. New features often ruin the balance within the game If they suck they won't be played. Survival of the fittest. or add features that the original mod authors simply don't want to be integrated. Again, if your changes are good and in the lines of what the original mod authors want or plan to do, then there shouldn't be any reason for them to not listen to you. The mod authors control the base mod, as it is their baby. I control, however, what goes onto my server. If I want to run a plugin that adds something that the mod authors consider blasphemous, but I enjoy, and my community enjoys, then I will run it. They don't own my server. Beyond that, again, successful mod authors rarely listen to reason. There's a very obvious trend among mods. And if you then still want to do it, then I would consider you to make your own mod with your own ideas instead of ripping the work of others. Nobody is ripping anybody. Plugin authors don't take credit for the whole mod, just what they add, and rightfully so. Beyond that if a plugin author takes time to improve the mod he obviously likes the mod, so why would he write a new one? Now if the mod authors include the features of that plugin into their mod without crediting the original plugin author, _that_ is ripping. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
It shuoldn't be a war. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
I'm speak I sure wish I could edit my replies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
If you do that I'll.. err.. someone will just send unmodified values to the client and use modified values to calculate damage. And if you move damage calculation to the client, then I'll laugh really really hard. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Velocity and teleport
Bomber - that's what Teleport is doing - just changing instantaneous velocity. We use this because it is one of the few scraps server plugins have easy access to. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Yeah guys you're making my PINE lag :P The new players argument is the only one that's really made me think here - but perhaps, should your enjoy success and the inevitable modifications it brings, you should tell new players [in a document called the Manual!] to look for a 'classic' or otherwise unmodified server first. Why should the non new players suffer complete conformity for the new players the majority of whom won't become regular players anyway? Is seniority dead? These mini mods suffer from natural selection: if a mod sucks, people leave the server, and admins remove the mod or shutdown their crappy empty server. If it doesn't suck, then people play on the server, and all is well, unless you don't want to see your players enjoying the game. If people blame your mod for what a mutator does, then tell them it was the mutator. Egads. If a mini mod is liked [like the high damage example] by everybody, then yes it should be implimented by the mod team. However, if a mod is big enough to have such a mini mod base as, say, natural selection, or any of the other large mods [nameless..], then it's pretty much guaranteed that the mod team won't listen to anything the community says, or, even worse, only listen to fanboys that have a horribly retarded vision for the good game. Thanks, Fluyra [names edited to protect the guilty]! .ctx's are already useless - I don't see how people think it's protection :P When code is running on a computer that people have admin / root access to, _nothing_ is unmodifyable. Encrypt and hardcode what you like, it's just adding needless and useless complexity for you. Oh, and who needs a mod's source when you have a debugger :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
I pretty much fully agree with you Karl. I'm speak under the assumption that, like most of the servers I seem to remember, the words OMG THIS SERVER IS RUNNING XMOD are plastered all over a joining player's screen. As far as I know there's no way to look for servers running specific plugins, but if someone makes a popular third party server browser it'd be plenty possible and I'd bet quite successful. And perhaps I'm grizzled about my experience with successful mod authors. I loved NS, and respect the hell out of him for authoring one of my favorite games of all time, but am also sore at seeing 1.04 die. It was fresh on my mind at the time of writing :( I wasn't alluding to anti-cheats, and don't think it's the same situation unless you consider admins enemies. Remember, admins are vital to your mod's longevity :P Regarding competative play I fully agree too - that's where those nazi tourny plugins regarding round time, starting rules, consistency, and everything come into play. Not all servers [in fact most I'd assume] are competition servers though. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Velocity and teleport
You can only get the user's origin with that (and its windows only since it's an offset). You cannot change it. Err.. says who? *(float*)(pEnt-GetUnknown() + OFFSET_ORIGIN_X) = fX; ... But that method isn't very bright anyway, considering you have the CBaseEntity definition - just access the vars directly. But what of invalidatephysicsrecursive and dirty origin handling - well, you can work those by going through CBaseEntity::KeyValue or whatever it's called with origin, 0 0 0 - or.. you can just use Teleport :P If this is a server plugin then currently he doesn't have access to gEntList. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date
Kids these days.. if every scrap of data doesnt have its own class, factory and RPC interface, they call it a hack. ;) Have you ever looked at my stuff? :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
I really doubt that alot of those are forwarded to the server, as many deal with the material and rendering subsystems and the sv_cheats check is made locally :rolleyes: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
You need to include a ton of server project headers. Just #define GAME_DLL 1 at the top and take all the #includes from util.cpp :/ Update killed the Event_ stuff for the time being (how mean of them). CBaseEntity::Teleport still works. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
Us plugin authors should be able to do anything we want with _our_ entities, as well. Do you really want to recompile every server plugin for every single mod where they will be used? Yes. Valve already made some good interfaces to the engine. They should also make a few standard interfaces for common entity functions. These interfaces could then be implemented by the mod entities where applicable. Then plugins have to be able to query these interfaces from entities.This would allow mod authors to modify their entities all they want, and implement the interfaces that apply to them. Or the entity class defintion could be open, and none of that would be necessary and would allow for complete and total entity modification / access. Both would be fine if you feel like implimenting some interface, but after all that work it still wouldn't be nearly as useful as simply uploading your header files. And do remember, when I say plugin I don't mean these little admin tools - I mean NeoTF type stuff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
Platform specific: Absolutly none of that is needed at all in linux - just put a pointer to a func in the format of the first callback in the vtable and call the original like a normal one :) this is on the stack, not in ecx. Quite nice, though I question the speed Prone to crashes on updates: It's more bulletproof that most other code out there being so simple and all, and will only crash if used incorrectly or the interfaces update, in which case the whole plugin is fubar :P But yeah, it's quite nasty. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
A plugin should have all of the capabilities of the server module. It makes the game more fun, more diverse, and all around stronger. I just can't imagine any reason to close off things from plugin authors besides jealously guarding your code (or hiding your crappy code :P). Any mod that disables useful plugins from interacting with it frankly deserves to die at the hands of its incredibly short-sighted developers. Regarding your example: plugin authors wouldn't modify player health... That's a really, really bad example, but then again, it's a really bad point as well. Mod-specific plugin and libraries for plugins have always worked, and always will as well. And why would it require the mod author to impliment things he never uses? Well gee, I don't recall plugins shipping with HL2. Why did they impliment the plugin interface if they never use it? Hell, they should have just built the client, server, engine, and all supporting libraries into one monolithic binary! I mean they have everything available to them, why should they give other people capability to build on their work with puny mods, as the peasants call them. Is it really that tough to release your class definitions and include some symbol info? Give us some singletons? Is it really that hard? No, it's not, and it'd help everybody. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
If you're willing to detour, nobody's restricted by anybody :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Message printing? [CS-Source]
Well, I've yet to see one work in CS:S. To the best of my knowledge it can't be done, but I beg to be proven wrong. Easy as pie in HL2MP, though. Note: In CS:S, those little messages like The bomb has been planted that look like HudText are actally strings stored clientside - the server just sends something like #Bomb_Planted to the client and he draws it. Evil language compatibliity :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Message printing? [CS-Source]
Heh well I think that HL2MP/DM has the same code as CSS. You'd think, we'd hope, apparently not. =( I mean the standard Message printing. So if there is a code for HL2MP, where is it, because I can't find it in any file or internet. Use pGameDLL-GetUserMessageInfo to get a list of user messages, write your own UserMessageFilter, and from there it's the same HL1 hudtextparams_t or whatnot, on which I'm sure there's a tutorial or 9 around. Maybe because my C# isn't that good yet? ???!? It's C++ dude ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
That'd be the reasonable thing to do. It'd also be horribly, amazingly, infinitly wonderful if they virtual'd more things and exposed more useful singletons to us. Please guys - help out :/ It'd be a horrible idea for VAC to scan servers - the diversity of servers is what keeps the game semi-fresh. Someone ought to try that CBaseEntity idea. I would, but I don't have enough drive space to compile a mod atm. You heard me :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player command - Health control? Damage?
Well, my friend qizmo and I have gotten slap working well. My contribution was the actual slapping: get a CBaseEntity of the player you want to slap and use the Teleport function to change his velocity to some random vector. As for dealing damage, this is compliments of theqizmo: static_castCBasePlayer* the CBaseEntity, then do Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying() to make him run through the motions of actually dying. To modify his health just use SetHealth and GetHealth - but make sure to check if it goes to 0 or below, as you'll have to kill him yourself if it happens. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)
Or you could just use CBaseEntity. Cmon, be a man. ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders