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Module: Orpheu (added Monster Mod support)


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Arkshine
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Old 10-27-2009 , 07:47   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #101

Can you add these structs, my dear QuimMotherFucker :

Code:
typedef struct {     int  iSlot;     int  iPosition;     const char  *pszAmmo1;    // ammo 1 type     int  iMaxAmmo1;      // max ammo 1     const char  *pszAmmo2;    // ammo 2 type     int  iMaxAmmo2;      // max ammo 2     const char  *pszName;     int  iMaxClip;     int  iId;     int  iFlags;     int  iWeight;// this value used to determine this weapon's importance in autoselection. } ItemInfo;

Code:
typedef struct {     const char *pszName;     int iId; } AmmoInfo;
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Brad
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Old 10-27-2009 , 13:29   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #102

I just want to say, with tears in my eyes, that this sucks. Not because it's bad, but because it's Linux only. /cryface

Okay, carry on.
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Old 10-28-2009, 06:35
ScHrAnZ DiNgEnS
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Old 10-28-2009, 07:11
xPaw
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Old 10-29-2009, 14:48
ConnorMcLeod
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Old 10-29-2009, 15:16
xPaw
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Old 10-30-2009, 04:41
ScHrAnZ DiNgEnS
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Old 10-30-2009, 13:58
Xellath
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joaquimandrade
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Old 11-03-2009 , 22:43   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #103

For anyone interested: i needed to get the data that is outputted from server command "stats" and I think it can't be get normally so I ended up using orpheu (If its possible ignore this post and tell me the way please). Is not a really elegant solution but it works.

PHP Code:
    #include <amxmodx>
    #include <orpheu>

    
new Msg[100]

    public 
plugin_precache()
    {
        
register_srvcmd("catch","catch")
    }    

    public catch()
    {
        new 
OrpheuHook:hook OrpheuRegisterHookFromName("Con_Printf","Con_Printf")
        
server_cmd("stats")
        
server_exec();
        
OrpheuUnregisterHook(hook)

        const 
tokensN 7
        
const tokenLen 19
        
        
static tokens[tokensN][tokenLen+1]

        for(new 
i=0;i<tokensN;i++)
        {
            
trim(Msg);
            
strtok(Msg,tokens[i],tokenLen,Msg,charsmax(Msg),' '); 
        }

        new 
Float:cpu str_to_float(tokens[0])
        new 
Float:in str_to_float(tokens[1])
        new 
Float:out str_to_float(tokens[2])
        new 
uptime str_to_num(tokens[3])
        new 
users str_to_num(tokens[4])
        new 
Float:fps str_to_float(tokens[5])
        new 
players str_to_num(tokens[6])

        
server_print("CPU[%f] IN[%f] OUT[%f] UPTIME[%d] USERS[%d] FPS[%f] PLAYERS[%d]",cpu,in,out,uptime,users,fps,players)        
    }

    public 
Con_Printf(a[],msg[])
    {
        
copy(Msg,charsmax(Msg),msg)
        return 
OrpheuSupercede
    

Code:
name "Con_Printf"
signature "Con_Printf"
arguments "char *" "char *"
library "engine"
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Exolent[jNr]
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Old 11-04-2009 , 00:05   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #104

I'm starting to see uses for myself, but it makes me sad that it's Linux only
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Hawk552
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Old 11-04-2009 , 09:28   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #105

Quote:
Originally Posted by Exolent[jNr] View Post
I'm starting to see uses for myself [...]
that's a knee-slapper
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joaquimandrade
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Old 11-04-2009 , 09:36   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #106

Quote:
Originally Posted by Exolent[jNr] View Post
I'm starting to see uses for myself, but it makes me sad that it's Linux only
I like to code from free and this project in particular was nice to do but I'm in a phase of my life where I need to put first work that gives me money.

If anyone one really wants to "motivate me" to add windows support (though as I said before, even with Windows support the part of search for the signature is harder, needs knowledge from assembly and is up to the each one and not to myself) I've added in my signature a button for donations.
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Styles
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Old 11-05-2009 , 23:41   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #107

I see a ton of possible illegal // abuse for this I'd be careful ...

I mean, don't get me wrong joaquimandrade, you probably wont get in trouble, it's like the guy who makes OllyDBG or IDA. But, the second somebody produces a keygen out of it, they can get fucked. So, I would be careful with this, don't be adding bots to your CS servers that shouldn't' ect.. I bet Vavle will start coming after people eventually.
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#8 SickneSS
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Old 11-08-2009 , 22:13   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #108

joaquim,u are the best,i hope to be like u someday.

Goood JoB!
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Old 11-08-2009 , 23:38   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #109

Quote:
Originally Posted by styles View Post
I see a ton of possible illegal // abuse for this I'd be careful ...

I mean, don't get me wrong joaquimandrade, you probably wont get in trouble, it's like the guy who makes OllyDBG or IDA. But, the second somebody produces a keygen out of it, they can get fucked. So, I would be careful with this, don't be adding bots to your CS servers that shouldn't' ect.. I bet Vavle will start coming after people eventually.
Oh, don't be ridiculous. Valve doesn't give a fuck about this stuff...
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fezh
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Old 11-09-2009 , 21:59   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #110

PHP Code:
    #include <amxmodx> 
    #include <orpheu> 
     
    
new OrpheuHook:CArmoury_Spawn
     
    public 
plugin_precache() 
    { 
        
register_plugin("Armoury Spawn Preventer""0.1.0""fezh"); 
         
        
CArmoury_Spawn OrpheuRegisterHookFromName("CArmoury::Spawn""HookArmourySpawn"OrpheuHookPre); 
    } 
     
    public 
plugin_init() 
    { 
        
OrpheuUnregisterHook(CArmoury_Spawn); 
    } 
     
    public 
HookArmourySpawn() 
    { 
        return 
OrpheuSupercede
    } 
Or should I use function's precache or just remove the entity before returning a value? Also dunno about function's arguments, that's the reason why I didn't upload the .sig file.
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