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[Info] Counter-Strike pvPrivateData offsets


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Arkshine
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Join Date: Oct 2005
Old 02-11-2009 , 03:20   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #51

Is the forward register as post ? Because if you look in the HLSDK, it works like that ( If I'm right ) :

- In CBasePlayer::TakeDamage, the damage bits is saved into a var. ( top for function )
- Next, CBaseMonster::TakeDamage is called, and you see damage bits are accumulated : "m_bitsDamageType |= bitsDamageType"
- Next, in CBasePlayer::UpdateClientData non-time-based damage is clear off ; "m_bitsDamageType &= DMG_TIMEBASED;"
- Then in CBasePlayer::TakeDamage, the original value is saved again : "m_bitsDamageType |= bitsDamageType;"

That's why I'm asking if you have register as post, it should work as post. Since you want to block, it's most likely than you will have to use a global var.

Last edited by Arkshine; 02-11-2009 at 03:36.
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jim_yang
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Join Date: Aug 2006
Old 02-11-2009 , 03:58   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #52

Code:
hostage_entity's useless offsets
106 -> 108 origin = pev->origin
109 -> 111 angle = pev->angle
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Bugsy
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Join Date: Feb 2005
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Old 02-11-2009 , 10:17   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #53

Quote:
Originally Posted by arkshine View Post
Is the forward register as post ? Because if you look in the HLSDK, it works like that ( If I'm right ) :

- In CBasePlayer::TakeDamage, the damage bits is saved into a var. ( top for function )
- Next, CBaseMonster::TakeDamage is called, and you see damage bits are accumulated : "m_bitsDamageType |= bitsDamageType"
- Next, in CBasePlayer::UpdateClientData non-time-based damage is clear off ; "m_bitsDamageType &= DMG_TIMEBASED;"
- Then in CBasePlayer::TakeDamage, the original value is saved again : "m_bitsDamageType |= bitsDamageType;"

That's why I'm asking if you have register as post, it should work as post. Since you want to block, it's most likely than you will have to use a global var.
g_Ham_Killed_Player = RegisterHam( Ham_Killed ,"player" , "fw_HamKilled" )

I did look through the SDK but couldn't see where the bitsDamageType was reset. This is why I am reluctant to call if after the client died because I'm not sure if it is returning valid data just out of timing\luck. Or possibly bitsDamageType is not reset until spawn\round-start, which would be perfect. I will look through the SDK more today and try to figure it out. When I said block I didn't mean block the damage from happening; I want to block the code just in my function. (return HAM_IGNORED)
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Arkshine
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Join Date: Oct 2005
Old 02-11-2009 , 10:27   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #54

m_bitsDamageType is reset at spawn.
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Bugsy
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Join Date: Feb 2005
Location: NJ, USA
Old 02-11-2009 , 22:07   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #55

My next problem is that the bitdamage for knife and bullet damage is returning the same. If I print out the damagebits as an integer, it prints 4098 for both DMG_SLASH and DMG_BULLET.

According to hlsdk, this means the damage has flags DMG_ALWAYSGIB | DMG_BULLET for knife and bullet damage. This isn't a huge issue because I can always use get_user_weapon but I would rather not use an extra function.

#define DMG_BULLET (1<<1) // Shot
#define DMG_SLASH (1<<2) // Cut, clawed, stabbed
#define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death.

DMG_ALWAYSGIB | DMG_BULLET = 0001 0000 0000 0010

This occurs both on the bitdamage returned in my ham_takedamage forward and with get_pdata_int( victim , m_bitsDamageType)

Also, can anyone explain what gib is?
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Last edited by Bugsy; 02-11-2009 at 22:20.
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Arkshine
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Join Date: Oct 2005
Old 02-12-2009 , 02:32   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #56

4098 = DMG_NEVERGIB (4096) | DMG_BULLET (2)

Don't know why in cs Knife use DMG_BULLET too.

Gib = click here
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 02-12-2009 , 13:59   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #57

Quote:
Originally Posted by Exolent[jNr] View Post
I don't know what KeyValues to set and check for when testing certain entities.
Attached Files
File Type: zip cs16expert-hex805.zip (29.6 KB, 247 views)
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jim_yang
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Join Date: Aug 2006
Old 02-16-2009 , 05:54   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #58

player
Code:
191 - game time a player can use the radio command again(need a good name)
192 - total times a player can use the radio command(need a good name)
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Last edited by jim_yang; 02-16-2009 at 06:00.
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jim_yang
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Join Date: Aug 2006
Old 02-20-2009 , 00:37   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #59

already found by VEN and connor
Code:
210 - m_flNextRadarUpdateTime
211 -> 213 - m_vecLastPosition
update freq is 1 second
when time is up, compare player's current position to last position to decide whether send radar msg to clients for this player

PS:
update freq offset is 0xFC660(win32), data type is double
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Last edited by jim_yang; 02-20-2009 at 00:49.
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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 02-20-2009 , 14:11   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #60

i know here posting offsets, but anyone know keyvalus for env_rain?
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