[EXTENSION ALL] CTX editor (For anything/everything)
1 Attachment(s)
If upgrading from 1.0.0 or 1.0.1, remove the old gamedata before updating.
Licence This extension, and the include, are licenced under AGPLv3. Anything attached to it must also be AGPLv3. This means that if anyone asks for your source code, you must provide it free of charge. Why am I doing this? To help the community that helps you. What is this? This iteration of CTX replaces both CSS and TF2, adding support for any other source game which uses a weapon database (for weapons), and/or a function to call pointers to playerdata (anything) in one team type (e.g. TF2) or two (e.g. DOD:S), and/or a function to call pointers from an auxiliary database (defined as 'objects'), like in TF2. Gamedata
Natives Replacing the large bank of natives, I've supplied the following in ctx.inc:
Notes:
FYI warning: deprecated conversion from string constant to ‘char*’ [-Wwrite-strings] I know, and don't care at the moment. Tested/Untested Testing has only been done for TF2. Windows has been tested, Linux is untested (let me know is there are problems, but there shouldn't be). Objects aren't tested in TF2, but they should be fine (I'm only worried about char *, but there's no reason it should break). Thanks to: BAILOPAN/dvander, VoiDeD, asherkin - for helping me with alloc problems (that turned out not to be it); Wazz - for starting all of this madness a year ago. KyleS - for helping me work out the weird CS:S issues. Changes
TODO Manual pawn registration for datafiles, so that you can use custom class data (not urgent, not pressing, etc.) Source and everything (except binaries) https://bitbucket.org/aws/ctx Attached Binaries for SourceMod 1.3 and MM:S 1.8 (ctx.ext.so and ctx.ext.dll), as well as the include, a very simple sample for TF2, and gamedata for TF2, CS:S, and DOD:S (ctx.zip). |
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Very cool, thanks!
|
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Seems to be crashing on load for my Windows/CS:S server. Same result with a late load.
|
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Quote:
Code:
#0 0xee3fc268 in CTXPatcher::SDK_OnLoad(char*, unsigned int, bool) () |
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Quote:
|
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Hey, what is this extension for? Never heard of the word "CTX" :D
|
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Quote:
This data is stored in a CUtlDict<structOrClass*, unsigned short>. This ext basically just grabs the pointers and lets you manipulate them, after making backups ;) |
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Quote:
In case anyone else was wondering; setting the maxspeed in CS:S works with this extension: Code:
Now I'll try to get it to only apply to specific clients (if possible). Edit: Doesn't seem possible. |
Re: [EXTENSION ALL] CTX editor (For anything/everything)
2 Attachment(s)
Code:
Program received signal SIGSEGV, Segmentation fault. I wrote the attached plugin and was planning on releasing it. However, the bools don't seem to fire correctly (they always return true, even when garbage is entered)? The natives throw silent errors (I'm at fault for not looking at the source), and the return on CTX_Get doesn't have a static type (and can create false positives if the value of the said CTX is 0, 0.0, or false). Could you always fill the ReturnString and just return true or false depending on it's action? :o To reproduce the crash (easily), just load the attached plugin and type in sm_ctx_resettype CTX_Weapon or any one of the types. |
Re: [EXTENSION ALL] CTX editor (For anything/everything)
Quote:
Things to take note of:
|
All times are GMT -4. The time now is 18:23. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.