[L4D2] Hooking GameRulesProxy
Hi.
I write new extension for sourcemod 1.5 and L4D2. I need hook GameRulesProxy method or something for can make different versions of some offsets in GameRules for all single players in server. GameRules edict have flags for always transmit. Example: We have a table: Table: m_iScriptedHUDInts (offset 1164) (type m_iScriptedHUDInts) Member: 000 (offset 0) (type integer) (bits 16) Member: 001 (offset 4) (type integer) (bits 16) Member: 002 (offset 8) (type integer) (bits 16) Member: 003 (offset 12) (type integer) (bits 16) Member: 004 (offset 16) (type integer) (bits 16) Member: 005 (offset 20) (type integer) (bits 16) Member: 006 (offset 24) (type integer) (bits 16) Member: 007 (offset 28) (type integer) (bits 16) Member: 008 (offset 32) (type integer) (bits 16) Member: 009 (offset 36) (type integer) (bits 16) Member: 010 (offset 40) (type integer) (bits 16) Member: 011 (offset 44) (type integer) (bits 16) Member: 012 (offset 48) (type integer) (bits 16) Member: 013 (offset 52) (type integer) (bits 16) Member: 014 (offset 56) (type integer) (bits 16) Need make different m_iScriptedHUDInts[0] for all players in server. 1 for player with index 1, 2 for index 2, etc. How to implement it? Really need to hook all offsets from 1164 to 1800, and make it all diferent for all players |
Re: [L4D2] Hooking GameRulesProxy
You can't transmit differing sendtables to individual clients without lots of pain, the engine packs the diffs together before transmitting, it's also computed on a separate thread.
|
All times are GMT -4. The time now is 18:16. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.