Re: [hlcoders] Accessing WndProc in HL2 SDK?

2005-09-24 Thread Lance Vorgin
-- [ 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)); MultiByteToWideCha

Re: [hlcoders] Accessing WndProc in HL2 SDK?

2005-09-24 Thread Lance Vorgin
-- [ 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

Re: [hlcoders] HL2MP Speed hack

2005-03-04 Thread Lance Vorgin
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] HL2MP Speed hack

2005-03-04 Thread Lance Vorgin
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

Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Lance Vorgin
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

Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Lance Vorgin
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/listinf

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Lance Vorgin
> 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(); _

Re: [hlcoders] Respawning all players

2005-02-20 Thread Lance Vorgin
static_cast(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] Server Plug-in Loading Order

2005-02-20 Thread Lance Vorgin
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.

Re: [hlcoders] Send user message

2005-02-17 Thread Lance Vorgin
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

Re: [hlcoders] Send user message

2005-02-16 Thread Lance Vorgin
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?

2005-02-15 Thread Lance Vorgin
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

Re: [hlcoders] [OT] Server-side plugins and mod ownership (was: "Safe way" of setting weapon damages?)

2005-02-15 Thread Lance Vorgin
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

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-15 Thread Lance Vorgin
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

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-14 Thread Lance Vorgin
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

Re: [hlcoders] Shake

2005-02-14 Thread Lance Vorgin
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?

2005-02-14 Thread Lance Vorgin
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

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-13 Thread Lance Vorgin
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?

2005-02-13 Thread Lance Vorgin
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

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-11 Thread Lance Vorgin
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 prefe

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-11 Thread Lance Vorgin
> 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?

2005-02-10 Thread Lance Vorgin
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

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-10 Thread Lance Vorgin
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

Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

2005-02-10 Thread Lance Vorgin
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

Re: [hlcoders] Velocity and teleport

2005-02-10 Thread Lance Vorgin
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: h

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread Lance Vorgin
> 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

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-28 Thread Lance Vorgin
> 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: ht

Re: [hlcoders] Player command - Health control? Damage?

2005-01-20 Thread Lance Vorgin
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 v

Re: [hlcoders] Player command - Health control? Damage?

2005-01-19 Thread Lance Vorgin
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 unsubscri

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Lance Vorgin
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'

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Lance Vorgin
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

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Lance Vorgin
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

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Lance Vorgin
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] Player command - Health control? Damage?

2005-01-09 Thread Lance Vorgin
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

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-09 Thread Lance Vorgin
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

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Lance Vorgin
> 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

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Lance Vorgin
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

Re: [hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)

2004-12-26 Thread Lance Vorgin
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