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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));
MultiByteToWideCha
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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
Dude put all anticheat related code on the server whenever possible :o
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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 in
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 e
Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/
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> 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_cast(pBase)->GetActiveWeapon();
_
static_cast(pEntity)->RemoveAllItems(false); ?
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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.
Assuming you're starting from the empty server plugin, first include
/src/tier1/bitbuf.cpp into your project, then add this somewhere
#include "IRecipientFilter.h"
#include "bitbuf.h"
#include "shake.h"
class CNewRecipientFilter : public IRecipientFilter {
private:
CUtlVector m_vRecipient
UserMessageBegin and MessageEnd are pretty straightforward - paste
some sample code?
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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
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 t
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 wa
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. Sor
What's stopping you from just sending a shake message?
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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 programm
It shuoldn't be a war.
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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
> the
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.
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> I'm speak
I sure wish I could edit my replies.
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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, bu
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
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 op
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.
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> 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 th
> 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
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ht
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:
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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.
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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'
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" inter
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 u
If you're willing to detour, nobody's restricted by anybody :D
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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_cast the CB
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
> 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
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 sen
Or you could just use CBaseEntity. Cmon, be a man. >)
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