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Module: Orpheu (added Monster Mod support)


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joaquimandrade
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Old 11-10-2009 , 00:06   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #111

Quote:
Originally Posted by fezh View Post
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.
Your question is not related to Orpheu way of working but I would say that if it works without removing the entity is better like that.
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#8 SickneSS
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Old 11-10-2009 , 01:25   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #112

Find this post in Spanish
Translated by Javivi
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Hawk552
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Old 11-10-2009 , 10:42   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #113

Quote:
Originally Posted by #8 SickneSS View Post
Find this post in Spanish
Translated by Javivi
Nice signature.
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#8 SickneSS
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Old 11-10-2009 , 23:43   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #114

Thanks!
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grimvh2
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Old 11-11-2009 , 15:42   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #115

Quote:
Originally Posted by #8 SickneSS View Post
Thanks!
he forgot [/endsarcasm]
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Old 11-11-2009 , 16:02   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #116

Quote:
Originally Posted by grimvh2 View Post
he forgot [/endsarcasm]
No, I was serious. The guy in my avatar is F.A. Hayek.
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#8 SickneSS
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Old 11-11-2009 , 23:18   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #117

Quote:
Originally Posted by Hawk552 View Post
No, I was serious. The guy in my avatar is F.A. Hayek.
oh, i dont know ho hes look, I was talking with a friend on msn and my friend told me, as Friedrich Hayek said ... What a free society offers to the individual, is much more than what he would be able to do if only I were free ...
I understood and I like, then I put it as signature ..

Sorry,for my bad english
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joaquimandrade
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Old 11-16-2009 , 21:43   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #118

A friend asked me how to use PM_* functions. Those functions use a structure defined in the global scope that is only passed to the PM_Move function. For now, with the module, the only way of accessing that structure is in that function. You can retrieve data and save it to use in the other functions but, that is limited since there are situations where accessing the structure directly inside the functions would be better. Will be supported later.

Example of blocking Jump for players with odd Id's.

Code:
name "PM_Move"
signature "PM_Move"
arguments "playermove_s *" "int"
Code:
name "PM_Jump"
signature "PM_Jump"
PHP Code:
 #include <amxmodx>
    #include <orpheu>

    
new OrpheuFunction:PM_JumpFunction
    
new OrpheuHook:PM_JumpHook

    
public plugin_init()
    {
        
OrpheuRegisterHookFromName("PM_Move","PM_Move")

        
PM_JumpFunction OrpheuGetFunction("PM_Jump")
    }

    public 
PM_Move(ppmove,server)
    {
        new 
id OrpheuGetStructParam(1,"player_index")
        
        if(
id 2)
        {
            
PM_JumpHook OrpheuRegisterHook(PM_JumpFunction,"PM_Jump")
        }        
    }

    public 
PM_Jump()
    {
        
OrpheuUnregisterHook(PM_JumpHook)

        return 
OrpheuSupercede
    

As attachment ships an updated module with the support for the parameters of this structure.

Can be used for storing and retrieving vectors and strings by reference.
Attached Files
File Type: zip source.zip (174.3 KB, 3 views)
File Type: so orpheu_amxx_i386.so (208.6 KB, 3 views)
File Type: zip files.zip (798 Bytes, 2 views)
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Last edited by joaquimandrade; 11-16-2009 at 22:02..
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Old Today , 15:19   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #119

joaquim I can get the error Msg of and error with this module.

Example: when I change a map and I dont have the .wad of that map...
FALTAL ERROR my.wad not found..

Something like that... It posible?
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joaquimandrade
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Old Today , 16:31   Re: Module: Orpheu (added Monster Mod support)
Reply With Quote #120

Check this

http://forums.alliedmods.net/showthr...464#post979464

and tell me if its what you want
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