Re: Orpheu: Engine PM Functions
Need to block any player "key" movement, but save movetype_walk, did test plugin, and wonder why it`s not working
PHP Code:
ADD: Right, it works :) Something happened and before full server restart it wont work :( Shooting and punchangle calculated with cmd from DLLFunc_CmdStart as i know. |
Re: Orpheu: Engine PM Functions
It works for me ( I can not move at all ) except shooting which is not blocked.
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Re: Orpheu: Engine PM Functions
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Wrote signatures for some functions.
Hook of PM_Init, PM_CreateStuckTable and PM_InitTextureTypes not possible coz Orpheu loads after their work. Tested signatures with several libraries. For Code:
PM_WaterMove All checks passed: Code:
PM_CatagorizeTextureType Code:
PM_AirAccelerate |
Re: Orpheu: Engine PM Functions
Can someone make a sig for PM_DropPunchAngle?
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Re: Orpheu: Engine PM Functions
You can't hook it for 2 reasons :
- It's integrated into PM_CheckParamters() - I guess vec3_t can't be used with orpheu. |
Re: Orpheu: Engine PM Functions
vec3_t = Float:Vec[3];
I checked PM_AiraAccelerate sig, it has Code:
"type" : "Vector *", |
Re: Orpheu: Engine PM Functions
I know and ?
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Re: Orpheu: Engine PM Functions
Yeah, i`ve confronted with vec3_t problem when tried to write signature.
vec3_t is vec_t[3] and vec_t is float. I`ve tried and tested Vector instead of vec3_t and found that it works. And used in that declaration Vector instead of vec3_t. Quote:
Quote:
I have a question: How to use pmove->PM_PlayerTrace and all other funcs in playermove_t? |
Re: Orpheu: Engine PM Functions
Can't vec3_t be read as a chunk of bytes and convert to float vectors with pawn?
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Re: Orpheu: Engine PM Functions
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