Orpheu: Engine PM Functions
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In half life engine there is a part of the code where the physic calculations to player movement happen (jumping, ducking, moving on water, no clipping, etc). It is unexplored in scripting because those functions are not acessible normally. With orpheu you can use them.
The entry point for the calculations is the function PM_Move, that has the following header: PHP Code:
You can see the structure data here: http://metamod.org/sdk/dox/pm__defs_8h-source.html When using Orpheu to hook PM functions the way of accessing the ppmove structure varies from PM_Move to other functions. In PM_Move you can use it directly: PHP Code:
We need to declare in a file how to obtain it from memory but that part is already made by me so you just have to care with using it: PHP Code:
PHP Code:
PHP Code:
Download hlsdk And check multiplayer/pm_shared/pm_shared.cpp As attachment I will provide an example script and files to use those functions out of the box: Code:
PM_Init On a last note, PM functions occur in parallel in the server and the client and because of client prediction there are functions that are useless to block since they will occur in the client anyway or at least don't act exactly as expected. |
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Re: Orpheu: Engine PM Functions
Omg, this module rocks :crab:
You can force players to duck? D: |
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A simple plugin example of multijump PHP Code:
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What about changing player size?
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Sorry for my bad english :crab::crab: |
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With PM_* hooks it's possible to make func_ladder entities work when spawned from a plugin :)
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Re: Orpheu: Engine PM Functions
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I`ve perform decompile of pm_shared.c CS functions with windows library.
Amazing change CTEXTURESMAX to 1024, but whole rest code still with 512 :shock: All my comments with triple slash, when its possible i`d try to keep HLSDK code, for compare simplification. Also provided Length of functions, if developers changed something - it will be much easier to find. @Arkshine Please, add it to CSSDK :) |
Re: Orpheu: Engine PM Functions
Thanks you for your contribution, I will add it soon.
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