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-   -   [L4D2] Hooking GameRulesProxy (https://forums.alliedmods.net/showthread.php?t=220759)

V10 07-14-2013 05:26

[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

asherkin 07-14-2013 07:51

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.


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