[hlcoders] ITempEntsSystem changed ?

2005-12-03 Thread c0ldfyr3

Hey, im just wondering if anyone knows if they changed ITempEntsSystem in
the last update ?
Everything except PhysicsProp is working ok, but I think the size changed so
wouldnt that mean the class (vtable) changed if they inserted something in
the middle ?
Just thinking maybe we have a b0rked header for it now ?

Regards
-c0ld


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Re: [hlcoders] ServerPlugin crashing since last update - Help!

2005-12-02 Thread c0ldfyr3

What does your plugin do thats making it crash ?

- Original Message -
From: "Chris Deegan" <[EMAIL PROTECTED]>
To: 
Sent: Friday, December 02, 2005 2:36 PM
Subject: [hlcoders] ServerPlugin crashing since last update - Help!




Hi All,

I know that use of CBaseEntity, CBaseCombatCharacter and
CBaseCombatWeapon in plugins is not a part of the API but I would
dearly love to know what I must do to fix my plugin - I include these
classes for the purposes of model swapping, switching weapons,
playing sounds etc. Maybe Mani might want to throw a hint out there?
I assume something has changed in the SDK, but cannot seem to trace
it. Any clues from anyone would be greatly appreciated.

/me begs...

deegz

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[hlcoders] Fw: Non interactive props.

2005-11-26 Thread c0ldfyr3

Hey all.

Again probably a lame question but im gonna pop it in here anyway.
I am spawning some prop_physics_multiplayer into an explosion, so I cannot
use TempEnts->PhysicsProp as it gets destroyed in the blast it is spawned
in.
My problem is making them interacable to other explosions etc or being shot
or anything other than being pushed by player movement.
If I change COLLISION_GROUP_PUSHAWAY to COLLISION_GROUP_NONE then they push
players away instead of vice-versa.

Any help would be gratefully appreciated.

[CODE]
CPhysicsProp *pBase = (CPhysicsProp *)CreateEntity(
"prop_physics_multiplayer", -1 );
if ( !pBase )
  {
  HUD_printAll( "No pBase for prop_physics !" );
  return;
  }
}
pBase->SetModel( ModelName );

Vector vTeleport;
Vector VecDir;
VecDir.x = m_Random->RandomFloat( -500, 500 );
VecDir.y = m_Random->RandomFloat( -500, 500 );
VecDir.z = m_Random->RandomFloat( -10, 500 );

vOrigin= (Explosion Origin);
vOrigin.z += m_Random->RandomInt( 30, 70 );
vOrigin.x += m_Random->RandomInt( -10, 10 );
vOrigin.y += m_Random->RandomInt( -10, 10 );
ang = QAngle( m_Random->RandomInt( -10, 10 ), m_Random->RandomInt( -10,
10 ), m_Random->RandomInt( -10, 10 ) );

pBase->SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
pBase->SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT );
pBase->SetMaxHealth( 20 );
pBase->SetHealth( 20 );
if ( pBase->CreateVPhysics() )
{
  pBase->SetCollisionBounds( -Vector(15,15,15), Vector(15,15,15) );
  pBase->SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT );
  pBase->SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
  pBase->SetMaxHealth( 20 );
  pBase->SetHealth( 20 );
  IPhysicsObject *IPhys = pBase->VPhysicsGetObject();
  if ( IPhys )
  {
  IPhys->SetMass( 10 );
  IPhys->EnableCollisions( true );
  IPhys->EnableGravity( true );
  IPhys->EnableMotion( true );
  IPhys->Wake();
  }
  pBase->Teleport( &vOrigin, &ang, &VecDir);
}
[/CODE]


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Re: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-21 Thread c0ldfyr3

Ok, updated to 1.1.0 B check out the http://spraymod.c0ld.net website for
info.

And im not using any offsets, at all, my plugin cannot be broken in the
foreseeable future but just as an idea, I can add a FireEvent for it in my
plug-in so it can be intractable with other plug-ins, hows that sound ?

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 17, 2005 11:21 PM
Subject: Re: [hlcoders] Re: Trapping Sprays (Ray)



Its not a problem it self..but since its using an offset etc it can be
easily broken by any update.
An event from valve would at least still keep functioning...presumably


At 09:16 AM 11/17/2005, you wrote:

What is it with people and events ?
Events are not the way forward people, they suck, their very slow and
their
all post.

With virtual function hooks, its just as easy and cleaner and if you dont
want to hook something you dont have to.
You can also stop the function from continuing, nice for say instead of
player_say dont ya think.

Every single bit of MM for HL1 was function hooking
So if we change everything over to events, plugins are going to get very
restricted.

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 17, 2005 11:46 AM
Subject: RE: [hlcoders] Re: Trapping Sprays (Ray)



Yes, but thats not  a  Valve interface and its a virtual function hook
and
not the 'proper' way to do things.
How hard would it be to pump a player_spray event into the listener?



At 10:53 PM 11/15/2005, you wrote:

It sounds like there is already a solution and sample code.

- Alfred

Ray wrote:
> Come on Alfred,
> Could you answer this request please?
>
>
>
> At 07:51 PM 11/15/2005, you wrote:
>> I've now ported this from my Beta release to the new core release
>> V1.1.0zf of Mani Admin Plugin.
>>
>> Regards
>>
>> Mani
>>
>> www.mani-admin-plugin.com
>>
>>> --
>>>
>>> Message: 1
>>> Date: Mon, 14 Nov 2005 18:39:03 -0500
>>> To: hlcoders@list.valvesoftware.com
>>> From: Ray <[EMAIL PROTECTED]>
>>> Subject: Re: [hlcoders] Trapping Sprays
>>> Reply-To: hlcoders@list.valvesoftware.com
>>>
>>> Actually,  what I would like to do is figure out a way to add it to
>>> Beetlesmod. I have looked at Nemods code and Its beyond my
>>> understanding (im a newb programmer for MSVisual  and Im using VS
>>> 6..so It doesnt compile)
>>>
>>> All Im looking for is a way to trap it and get location info and do
>>> the same type thing...get all the players that sprayed within a
>>> small radius.
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>>
>> ___
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>> archives, please visit:
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>
>
>
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Re: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-17 Thread c0ldfyr3

What is it with people and events ?
Events are not the way forward people, they suck, their very slow and their
all post.

With virtual function hooks, its just as easy and cleaner and if you dont
want to hook something you dont have to.
You can also stop the function from continuing, nice for say instead of
player_say dont ya think.

Every single bit of MM for HL1 was function hooking
So if we change everything over to events, plugins are going to get very
restricted.

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 17, 2005 11:46 AM
Subject: RE: [hlcoders] Re: Trapping Sprays (Ray)



Yes, but thats not  a  Valve interface and its a virtual function hook and
not the 'proper' way to do things.
How hard would it be to pump a player_spray event into the listener?



At 10:53 PM 11/15/2005, you wrote:

It sounds like there is already a solution and sample code.

- Alfred

Ray wrote:
> Come on Alfred,
> Could you answer this request please?
>
>
>
> At 07:51 PM 11/15/2005, you wrote:
>> I've now ported this from my Beta release to the new core release
>> V1.1.0zf of Mani Admin Plugin.
>>
>> Regards
>>
>> Mani
>>
>> www.mani-admin-plugin.com
>>
>>> --
>>>
>>> Message: 1
>>> Date: Mon, 14 Nov 2005 18:39:03 -0500
>>> To: hlcoders@list.valvesoftware.com
>>> From: Ray <[EMAIL PROTECTED]>
>>> Subject: Re: [hlcoders] Trapping Sprays
>>> Reply-To: hlcoders@list.valvesoftware.com
>>>
>>> Actually,  what I would like to do is figure out a way to add it to
>>> Beetlesmod. I have looked at Nemods code and Its beyond my
>>> understanding (im a newb programmer for MSVisual  and Im using VS
>>> 6..so It doesnt compile)
>>>
>>> All Im looking for is a way to trap it and get location info and do
>>> the same type thing...get all the players that sprayed within a
>>> small radius.
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
>
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Re: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-15 Thread c0ldfyr3

Yes, there is a solution...

Behold SprayMod http://SprayMod.c0ld.net
Started it today, finished it today, like I said.
I am pretty sure its bug free, its a fairly simple lil plugin, but just
incase I flagged the version with a B for beta kids.

Try it and let me know, im very open to critisim both good and bad !

Ill release the source in the next few days too, needs a lil cleaning,
remove some test functions once I know its ok, bear with me =)

-c0ld

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 16, 2005 3:53 AM
Subject: RE: [hlcoders] Re: Trapping Sprays (Ray)



It sounds like there is already a solution and sample code.

- Alfred

Ray wrote:

Come on Alfred,
Could you answer this request please?



At 07:51 PM 11/15/2005, you wrote:

I've now ported this from my Beta release to the new core release
V1.1.0zf of Mani Admin Plugin.

Regards

Mani

www.mani-admin-plugin.com


--

Message: 1
Date: Mon, 14 Nov 2005 18:39:03 -0500
To: hlcoders@list.valvesoftware.com
From: Ray <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Trapping Sprays
Reply-To: hlcoders@list.valvesoftware.com

Actually,  what I would like to do is figure out a way to add it to
Beetlesmod. I have looked at Nemods code and Its beyond my
understanding (im a newb programmer for MSVisual  and Im using VS
6..so It doesnt compile)

All Im looking for is a way to trap it and get location info and do
the same type thing...get all the players that sprayed within a
small radius.










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Re: [hlcoders] Trapping Sprays

2005-11-14 Thread c0ldfyr3

I just browsed through the source and found out how.

All he basically does, is hook ITempEntsSystem->PlayerDecal(), then record
the time and origin of the spray.
Then, on an admin command(bind), it checks all sprays for ones within a CVar
defined radius, and reports the info on each.

Ez as 1,2,3 =)

Would anyone like a stand alone stable version ?
I started it now, should be ready by tomorrow =)

- Original Message -
From: "LDuke" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 14, 2005 3:49 PM
Subject: Re: [hlcoders] Trapping Sprays



--
[ Picked text/plain from multipart/alternative ]
Yes, this would be great.

NemoD had a hack to show who sprayed the sprays you were standing near,
and
Mattie has it in his version of NemoD. It would be nice to be able to
determine who a spray belonged to without installing that plugin though.
I'm
not sure how stable it is since the original author left others to puzzle
through his code.

Duke


On 11/14/05, Ray <[EMAIL PROTECTED]> wrote:


Valve,
Could you open up a mechinism, an event or something
that we could use in Plugins to see who uses there spray and where..
We run family oriented Servers..and people going around spraying only on
top or animated porn gets a bit frustrating, when we cant catch the
person
doing it.
Can it be trapped in either a client command or have it fire a game
event?
Thanks
Ray


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Re: [hlcoders] Trapping Sprays

2005-11-14 Thread c0ldfyr3

Mani or Matties admin server does just the thing, point and command (bind a
key).

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 14, 2005 12:20 PM
Subject: [hlcoders] Trapping Sprays



Valve,
Could you open up a mechinism, an event or something
that we could use in Plugins to see who uses there spray and where..
We run family oriented Servers..and people going around spraying only on
top or animated porn gets a bit frustrating, when we cant catch the person
doing it.
Can it be trapped in either a client command or have it fire a game event?
Thanks
Ray


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Re: [hlcoders] SendInput function work with cs?

2005-11-04 Thread c0ldfyr3

Very very strange. A bot using a game screen open ? Not a trojan or anything
like that ?
- Original Message -
From: "blackgold" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 05, 2005 3:26 AM
Subject: [hlcoders] SendInput function work with cs?



hlcoders@list.valvesoftware.com wrote:
I was going to make a bot using only a text file fed into a buffer and
used with sendinput.
This is purely a learning experience for me as i only code a little in
assembly.

Thanks lads.


--
[ Picked text/plain from multipart/alternative ]
I was wondering the same thing. With no feedback from the engine it
doesn't
seem to be of much use.

What are you doing?


On 11/4/05, Josh Becker <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Out of curiosity why are you making this?
>
> On 11/4/05, blackgold <[EMAIL PROTECTED]> wrote:
> >
> > Hi There.
> >
> > I've coded an app that allows me to send keys to the counter strike
> > console.
> >
> > I was wondering what i need to send keys to the game window.
> > Example i send 'w' player moves forward.
> >
> > Do i need directinput or will sendinput work?
> >
> > Thanks alot.
> >
> > Here is my code .
> > ---
> > ---
> > data
> >
> > window_class db 'Valve001',0
> > handle dd ?
> > thread_id dd ?
> >
> >
> > data?
> >
> >
> > KEYBOARDINPUT struc
> > dtype DWORD ?
> > wVk WORD ?
> > wScan WORD ?
> > dwFlags DWORD ?
> > time DWORD ?
> > dwExtraInfo DWORD ?
> > dummy1 db 8 dup (?)
> > KEYBOARDINPUT ends
> >
> >
> > keys KEYBOARDINPUT <>
> >
> > code
> >
> > start:
> >
> > invoke FindWindow,
> > addr window_class,
> > NULL
> >
> > mov handle,eax
> >
> > invoke GetWindowThreadProcessId,
> > handle,
> > thread_id
> >
> > mov thread_id,eax
> >
> > invoke SetForegroundWindow,
> > handle
> >
> > mov [keys.dtype],1h
> > mov [keys.wVk],41h
> > mov [keys.wScan],0
> > mov [keys.dwFlags],1
> > mov [keys.time],0
> > mov [keys.dwExtraInfo],0
> >
> > invoke Sleep,300
> >
> > invoke SendInput,
> > 1,
> > OFFSET keys, ;pointer to an array of input structures
> > SIZEOF KEYBOARDINPUT
> >
> >
> >
> > invoke ExitProcess,NULL
> >
> > end start
> >
> >
> > -
> > Find the home of your dreams with eircom net property
> > Sign up for email alerts now http://www.eircom.net/propertyalerts
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] UTIL_DecalTrace...

2005-11-03 Thread c0ldfyr3

I didnt know the ERC had a forums ?
Could you point me there pls ?

Thanks.

- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 03, 2005 4:31 PM
Subject: Re: [hlcoders] UTIL_DecalTrace...



c0ldfyr3;

The last post on decals (that i have archived) died.
Try the erc forums, wavelength, or some where else you
know that has a good strong programming support forum.

Adam

--- c0ldfyr3 <[EMAIL PROTECTED]> wrote:


Oh, and I tried WorldDecal too, no go, and
ProjectDecal etc etc !

- Original Message -
From: "c0ldfyr3" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 03, 2005 5:32 AM
Subject: [hlcoders] UTIL_DecalTrace...


> Hey all, I am trying to use UTIL_DecalTrace from a
server plugin.
>
> My problem is that the decal wont show up on the
ground or any walls.
> I know im tracing it right, because if I stand on
a box the decal is
> displayed...
> Im using MASK_ALL and COLLISION_GROUP_NONE, and I
am passing my players
> CBaseEntity for exclusion..
>
> Any help would be appreciated.
>
> Or, if there is a better way to do it, id like to
hear it !
>
>
> ___
> To unsubscribe, edit your list preferences, or
view the list archives,
> please visit:
>


http://list.valvesoftware.com/mailman/listinfo/hlcoders

>
>
>


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Re: [hlcoders] UTIL_DecalTrace...

2005-11-03 Thread c0ldfyr3

Oh, and I tried WorldDecal too, no go, and ProjectDecal etc etc !

- Original Message -
From: "c0ldfyr3" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 03, 2005 5:32 AM
Subject: [hlcoders] UTIL_DecalTrace...



Hey all, I am trying to use UTIL_DecalTrace from a server plugin.

My problem is that the decal wont show up on the ground or any walls.
I know im tracing it right, because if I stand on a box the decal is
displayed...
Im using MASK_ALL and COLLISION_GROUP_NONE, and I am passing my players
CBaseEntity for exclusion..

Any help would be appreciated.

Or, if there is a better way to do it, id like to hear it !


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[hlcoders] UTIL_DecalTrace...

2005-11-02 Thread c0ldfyr3

Hey all, I am trying to use UTIL_DecalTrace from a server plugin.

My problem is that the decal wont show up on the ground or any walls.
I know im tracing it right, because if I stand on a box the decal is
displayed...
Im using MASK_ALL and COLLISION_GROUP_NONE, and I am passing my players
CBaseEntity for exclusion..

Any help would be appreciated.

Or, if there is a better way to do it, id like to hear it !


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[hlcoders] Actual Head Position

2005-10-30 Thread c0ldfyr3

Hey.

Ok, you know the CBaseEntity->EyePosition function, well has anyone any idea
how to actually get the location of the head when ducking ?
I am crap at trig, but I can detect for when the player is ducking, and get
eyeangles etc, I just cant put it together. The EyePosition function returns
a Vector slightly behind the head when ducking.

If anyone could help id be forever gratefull.

Thanks
-c0ld


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Re: [hlcoders] UTIL_BloodSpray

2005-10-30 Thread c0ldfyr3

Actually I beleive you are wrong. Correct me anyone if the needs be.


PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial(
"effects/blood_drop" );


That particle is for DispatchEffect( "bloodspray" ) not BloodSpray() they
are two different functions both located in the ITempEntsSystem interface.

The DispatachEffect version works fine, lots of little blood particles, but
it is not the same kind of blood spray as the second one which is some large
unmaterialed blood drops.

- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 27, 2005 1:51 PM
Subject: RE: [hlcoders] UTIL_BloodSpray



Because you need to look at the actual effect, and not just the
server-side
function that CREATES the effect "bloodspray".

PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial(
"effects/blood_drop" );

You need the material effects/blood_drop.vmt


-Original Message-
From: c0ldfyr3 [mailto:[EMAIL PROTECTED]
Sent: October 27, 2005 8:50 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodSpray

Ya i've looked through all of that, the whole class file. But when you use
it, its unmaterialed. No colour, doesnt matter what colour you use its
always the same :|
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 27, 2005 1:58 AM
Subject: Re: [hlcoders] UTIL_BloodSpray



Eventhough i have not looked into this effect, grep
gives me an idea

UTIL_BloodSpray( (forward * 4 ) + (
pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) *
0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL
);

If i understand this, you can spray red, and green
(Alien).

Best to look at, and read from line 950 - 1300 in
effects.cpp


--- c0ldfyr3 <[EMAIL PROTECTED]> wrote:


Im sorry if this has been discussed before, but
whenever I try and use the
ITempEntsSystem->BloodSpray it emits alot of
unmaterialed purple squared
blood.

Does anyone know why ? I see no params anywhere for
a material to use...

Thanks in advance.

-c0ld


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Re: [hlcoders] UTIL_BloodSpray

2005-10-27 Thread c0ldfyr3

Ya i've looked through all of that, the whole class file. But when you use
it, its unmaterialed. No colour, doesnt matter what colour you use its
always the same :|
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 27, 2005 1:58 AM
Subject: Re: [hlcoders] UTIL_BloodSpray



Eventhough i have not looked into this effect, grep
gives me an idea

UTIL_BloodSpray( (forward * 4 ) + (
pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) *
0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL
);

If i understand this, you can spray red, and green
(Alien).

Best to look at, and read from line 950 - 1300 in
effects.cpp


--- c0ldfyr3 <[EMAIL PROTECTED]> wrote:


Im sorry if this has been discussed before, but
whenever I try and use the
ITempEntsSystem->BloodSpray it emits alot of
unmaterialed purple squared
blood.

Does anyone know why ? I see no params anywhere for
a material to use...

Thanks in advance.

-c0ld


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My Website http://www.ammahls.com
  Lead Programer NightFall http://www.nightfallmod.net/
 Developer of CST and ZHLT 3.0 http://www.zhlt.tk

This email has been sent from Adam McKern, and is not one of the many spam
bots that use my email address.

If you receive an email that has not got this signature line, please
delate the email, and not respond in any way to it.



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[hlcoders] UTIL_BloodSpray

2005-10-26 Thread c0ldfyr3

Im sorry if this has been discussed before, but whenever I try and use the
ITempEntsSystem->BloodSpray it emits alot of unmaterialed purple squared
blood.

Does anyone know why ? I see no params anywhere for a material to use...

Thanks in advance.

-c0ld


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Re: [hlcoders] Server plugins.

2005-10-24 Thread c0ldfyr3

Anyone know offhand if   > "server plugins" <  are usable on the
client side?

- Original Message -
From: "Jeremy Swigart" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 24, 2005 3:44 AM
Subject: [hlcoders] Server plugins.



--
[ Picked text/plain from multipart/alternative ]
Anyone know offhand if server plugins are usable on the client side?
Specifically, can they be loaded and will they recieve game events on the
client side?

Thanks
J
--

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Re: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod

2004-04-29 Thread c0ldfyr3
But this has nothing to do with AMX ..

- Original Message -
From: "Jeff 'Kuja' Katz" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 29, 2004 5:17 AM
Subject: RE: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod


The amxx people have an updated metamod binary.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Wednesday, April 28, 2004 12:19 AM
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Subject: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod


On Tue, 27 Apr 2004, Matt Judge wrote:

> Hi,
>
> I am sorry if this is on the wrong list but I am not subscribed to any

> other Valve lists, and I am pretty much a noob when it comes to coding

> mods for HL.
>
> I am in the process of converting my AMX code to work directly with
> metamod, thereby cutting out the middle man and saving me some
> precious CPU cycles.
>
> In the process of working out how things piece together I have lots of

> print statements scattered about my code.  During my tests, I have
> noted that if you buy armour, throw a grenade at yourself, the system
> sends a gmsgBattery message, then continues to send them at a rate of
> 20+ per second until the next round starts or you buy more armour.
>
> I don't know whether this is a bug with metatmod 1.17 or STEAM.  To
> check it is not something introduced by my code, I have even used the
> basic stub which is provided with metamod, and this flood of messages
> is still apparrent.
>
> I have yet to see if this problem would be solved in a multiplayer
> environment as my code is not yet ready.

Need to amend that email, the messages continue round after round until
you die or buy more armour.

>
> Cheers,
>
> Matt.
>

HLCoders is the place to ask... Crossposted...

On a side note, the metamod 1.17 binary and source on metamod.org is not
fully steam compatible. Alfred posted info to the hlcoders mailing list
about some changes. One can research hlcoders and other valve mailing
lists archives at
http://www.mail-archive.com/[EMAIL PROTECTED]/mail5.html#0
1224

HTH


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Re: [hlcoders] weapons client-side

2004-03-28 Thread c0ldfyr3
Possibly for lag compensation ...
I don't know, just a suggestion.

- Original Message -
From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 28, 2004 11:44 AM
Subject: [hlcoders] weapons client-side


> Hello,
>
>   Can someone please explain why weapons code should be also on
>   client-side? I haven't found answer anywhere... Also, does this
>   influence on my weapon to make idle animations? Thanks a lot!
>
> Best regards,
>  Slava
>
>
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Re: [hlcoders] CS Cheats - Aimbot in 1.6. - i think theres a steam

2004-03-27 Thread c0ldfyr3
*Sometimes* when I minimize CS, either myself or some other program stealing
focus, the NS flicker thing happens to CS.

But not only to the CS window, but all the steam windows it has inside its
boundaries such as console and friends.

I am unable to replicate this myself, it only happens every now and then !

- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 27, 2004 9:27 PM
Subject: Re: [hlcoders] CS Cheats - Aimbot in 1.6. - i think theres a steam


> I had this problem before, with standard detonators (or whatever they're
called
> now - can't be bothered to keep up with this).  On the slightly more
technical
> side, I believe it's to do with the engine being slow to reacquire the
surfaces
> or something after losing focus, as this happens when any application
steals
> focus, for example an MSN Messenger toast window.
> Also, on various mods it has various effects, as in Natural Selection it
makes
> the whole screen flicker along with the see through walls, but in Action
> Half-Life it turns the floor purple (like a distorted AAATRIGGER) and
makes the
> walls seethrough, but without the flickers.
> And, after some testing, this happens in WON half-life as well.
>
> Quoting StealthMode <[EMAIL PROTECTED]>:
>
> > I have a gf fx 5200 I will try to replicate this ghetto wallhack (for
> > experimentation and testing purposes only) on our servers. If I do find
> > anything I will verify or deny through a reply to this topic. d3d and
the
> > .04 beta huh? 53.03 is the last official release. Guess its time to say
> > BETAS are buggin out over @ nvidia huh? Well least 53.03 isnt doing this
> > (last stable release) so why doesn't someone contact (Omg) nvidia and
let
> > them know of the generic wallhack issue (didnt ati cards do this not so
long
> > ago?) If I recall correctly the ati cards DID have this issue, something
in
> > the blending of the frames, it would look at doors and say bah
transparent.
> > Crates, same thing, but wouldnt touch a wall or func_wall. Everyone was
> > showing examples of the doors on aztec being gone with the drivers. A
few
> > suggestions were tossed around from change the doors to func_walls, all
the
> > way up to hey why doesn't ati re-write their driver (which if I am not
> > mistaken, the latest radeon drivers did address that). Lets not get too
> > excited now as I am sure thats a beta driver and the guy who discovered
it
> > is prolly on the test team. Let him turn the info over to nvidia and I
am
> > sure you will see a fix within a week or two.
> >
> >
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>
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Re: [hlcoders] Compiling MM Dll on Linux

2004-03-21 Thread c0ldfyr3
Yes I heard that a long time ago.
I got it to compile and run fine without anyything missing tho =P
Thanks for the help.

c0ld
- Original Message -
From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 21, 2004 5:10 AM
Subject: Re: [hlcoders] Compiling MM Dll on Linux


> > Trying to compile a plugin of mine on RedHat 9, I know, I know but its
all I
> > gots k ?
> >
> > -= c0ldfyr3 =-
>
> If you have problems loading the plugin at runtime, it may also help to
> compile it with gcc 2.X instead of 3.X
>
> The latest version of RedHat with 2.X is 7.3, I believe. It loads 2.96
>
> --
> Jorge "Vino" Rodriguez
>
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Re: [hlcoders] Compiling MM Dll on Linux

2004-03-20 Thread c0ldfyr3
Ok never mind.

I found that Alfred and Wraith from AdminMod like to spice things up by
using LINUX as a def instead of __linux__

Damn why can't everyone just use #ifndef WIN32 instead =(

- Original Message -
From: "c0ldfyr3" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 21, 2004 2:52 AM
Subject: [hlcoders] Compiling MM Dll on Linux


> Hey, just new to the list and I think it's the right place.
> If its not correct me and ill go away
>
> Trying to compile a plugin of mine on RedHat 9, I know, I know but its all
I
> gots k ?
>
> Compiles and runs perfect, same project using MSVC WinXP.
>
> Giving me "undefined symbol: __5AmDirPCc", which is defined in AmSFNode.h
> which is included in everything.
> Im all but about to give up at this stage =(
>
> MakeFile is ...
>

> =
> CC = gcc
> CPP = gcc
> BASEFLAGS = -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -D__linux__
> CPPFLAGS =
>
${BASEFLAGS}  -march=i386 -s -O2 -Wall -w -I. -I../hlsdk-2.3/sourcecode/engi
>
ne -I../hlsdk-2.3/sourcecode/common -I../metamod/metamod -I../hlsdk-2.3/sour
> cecode/dlls -I../hlsdk-2.3/sourcecode/pm_shared
>
> OBJ = AmSFNode.o config.o dllapi.o h_export.o usrmsg.o sdk_util.o
> hostitron.o
>
> hostitron_mm_i386.so: ${OBJ}
> ${CPP} -fPIC -shared -o $@ ${OBJ} -ldl
>
> clean:
> -rm -f *.o
> -rm -f *.so
>
> %.o: %.cpp
> ${CPP} ${CPPFLAGS} -c $< -o $@
>
> %.o: %.c
> ${CC} ${CPPFLAGS} -c $< -o $@
>
>

> =
> Any help would be greatly appreciated.
>
> -= c0ldfyr3 =-
>
>
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[hlcoders] Compiling MM Dll on Linux

2004-03-20 Thread c0ldfyr3
Hey, just new to the list and I think it's the right place.
If its not correct me and ill go away

Trying to compile a plugin of mine on RedHat 9, I know, I know but its all I
gots k ?

Compiles and runs perfect, same project using MSVC WinXP.

Giving me "undefined symbol: __5AmDirPCc", which is defined in AmSFNode.h
which is included in everything.
Im all but about to give up at this stage =(

MakeFile is ...

=
CC = gcc
CPP = gcc
BASEFLAGS = -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -D__linux__
CPPFLAGS =
${BASEFLAGS}  -march=i386 -s -O2 -Wall -w -I. -I../hlsdk-2.3/sourcecode/engi
ne -I../hlsdk-2.3/sourcecode/common -I../metamod/metamod -I../hlsdk-2.3/sour
cecode/dlls -I../hlsdk-2.3/sourcecode/pm_shared

OBJ = AmSFNode.o config.o dllapi.o h_export.o usrmsg.o sdk_util.o
hostitron.o

hostitron_mm_i386.so: ${OBJ}
${CPP} -fPIC -shared -o $@ ${OBJ} -ldl

clean:
-rm -f *.o
-rm -f *.so

%.o:%.cpp
${CPP} ${CPPFLAGS} -c $< -o $@

%.o:%.c
${CC} ${CPPFLAGS} -c $< -o $@


=
Any help would be greatly appreciated.

-= c0ldfyr3 =-


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