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Search: Posts Made By: nosoop
Forum: Extensions Today, 06:03
Replies: 6
Views: 277
Posted By nosoop
Re: [EXTENSION] Double extension

This doesn't seem like an extension that needs game-specific builds; I'll send in a PR for that shortly.

May want to rework your tests as Double.FromFloat(1234.34567) loses precision and is...
Forum: Plugins 02-13-2020, 10:23
Replies: 19
Views: 3,884
Posted By nosoop
Re: [TF2/CS:GO] Econ Data (supercedes TF2IDB, TF2ItemsInfo) (0.16.2, 2019-10-02)

It's been sitting around in master for a while, but I figured I'd make a note of it and push out a build.

0.16.6 isn't 1.0 yet, but it is live....
Forum: General 02-12-2020, 05:29
Replies: 2
Views: 155
Posted By nosoop
Re: Is there a TF2 plugin that let's you see other Engineers moving their buildings?

Not sure what you're looking for. Are you referring to glow outlines on players / buildings, or spectator cameras?

The ones I can recall would be Engineer's Workshop...
Forum: Scripting 02-10-2020, 04:06
Replies: 2
Views: 172
Posted By nosoop
Re: [REQ] I need help with compiling weird plugin

See attached -- the only change was to replace all the individual #include <sdktools_*> directives with one #include <sdktools>.
Forum: Plugins 02-08-2020, 11:00
Replies: 19
Views: 3,884
Posted By nosoop
Re: [TF2/CS:GO] Econ Data (supercedes TF2IDB, TF2ItemsInfo) (0.16.2, 2019-10-02)

Windows support has been added to the CS:GO branch. Had to spend some time setting up the server software.
I've confirmed that attribute retrieval and item lists work, so I'll just assume that...
Forum: Plugins 02-08-2020, 01:45
Replies: 19
Views: 3,884
Posted By nosoop
Re: [TF2/CS:GO] Econ Data (supercedes TF2IDB, TF2ItemsInfo) (0.16.2, 2019-10-02)

Definitely possible. For completeness' sake, I'll look into it.


That is outside the scope of this plugin (this plugin is designed to replace tf2idb and tf2itemsinfo, not tf2attributes). Per my...
Forum: Plugins 02-07-2020, 10:47
Replies: 19
Views: 3,884
Posted By nosoop
Re: [TF2] Econ Data (supercedes TF2IDB, TF2ItemsInfo) (0.16.2, 2019-10-02)

I am absolutely horrified to announce that Econ Data now supports CS:GO.
There can be only one.

Here's the important details:

Currently Linux only. Now supports Windows as well!
Work is...
Forum: Extensions 01-16-2020, 17:44
Replies: 745
Views: 341,310
Posted By nosoop
Re: DHooks (Dynamic Hooks - Dev Preview)

If you want to hook an instance of a non-entity, non-gamerules class that has a vtable, that would be handled with DHookRaw. You can't hook (detour) functions directly in the original.
Forum: Plugins 01-12-2020, 20:30
Replies: 8
Views: 875
Posted By nosoop
Re: [TF2] Anti-Invis Wrench Exploit

Another method that was reported is to check for the FL_TRANSRAGDOLL flag via GetEntityFlags().

----

I've written my own version (not implementing the above) that completely blocks the bug from...
Forum: Scripting 11-22-2019, 17:24
Replies: 3
Views: 338
Posted By nosoop
Re: [TF2] View/Change Bot Difficulty Level

Haven't tested it at runtime myself. No reason why it shouldn't work, though -- I use it in an internal bot manager replacement.

Of course, you'll need the signature corresponding to the given...
Forum: Scripting 11-21-2019, 23:43
Replies: 3
Views: 338
Posted By nosoop
Re: [TF2] View/Change Bot Difficulty Level

You can read a TFBot's difficulty with the m_nBotSkill netprop.

Setting the difficulty is a bit more... difficult, as that property actually doesn't control the skill level internally. For that...
Forum: Scripting 11-20-2019, 13:12
Replies: 10
Views: 767
Posted By nosoop
Re: [TF2] Client game crash when the client get a weapon

Ah, my mistake; thought it'd show all the wearables there. I was also operating under the assumption that you were only dealing with wearable-based weapons and not actual cosmetics.

Besides the...
Forum: Scripting 11-18-2019, 20:13
Replies: 10
Views: 767
Posted By nosoop
Re: [TF2] Client game crash when the client get a weapon

For wearables you can create them as you would weapons, but then use TF2_EquipPlayerWearable from tf2wearables instead of your WeaponEquip SDKCall (or EquipPlayerWeapon native call).

To get the...
Forum: Scripting 11-18-2019, 12:18
Replies: 10
Views: 767
Posted By nosoop
Re: [TF2] Client game crash when the client get a weapon

1. The second argument to TF2Econ_GetItemSlot is already a TFClassType tag; keep it as-is instead of retagging it as an integer. On an additional note, do not use TF2_RemoveWeaponSlot with...
Forum: Scripting 11-17-2019, 10:08
Replies: 3
Views: 733
Posted By nosoop
Re: GameConfGetOffset except for signatures?

For DHooks with detour support (assumed to be the case since you're asking about signatures), you'd use DHookSetFromConf:


Handle hSomeDetour = DHookCreateDetour(Address_Null, ...);...
Forum: Scripting 11-17-2019, 10:02
Replies: 3
Views: 364
Posted By nosoop
Re: [TF2] How to Get Saxxy Classname?

Sounds like an XY problem; what's your goal here, exactly?

The most foolproof way would be to look it up in the schema with the item's definition index. TF2Econ_GetItemClassName...
Forum: Scripting 11-12-2019, 07:27
Replies: 15
Views: 1,055
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

Allocation is performed by instantiating a MemoryBlock instance, and deletion performed by freeing the handle. Let me know if there's anything unclear in the extension's documentation.

Attached...
Forum: Scripting 11-11-2019, 11:42
Replies: 15
Views: 1,055
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

Your gamedata uses the DeathNotice call with a char* parameter, so you'll want to add that or use the one that isn't (which just calls the one you've declared with "player_death" as the last...
Forum: Scripting 11-10-2019, 14:38
Replies: 15
Views: 1,055
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

Yeah; that's what I figured -- DeathNotice does a lot.



It does, actually: CTFPlayer::FeignDeath() calls g_pGameRules->DeathNotice right before the call to CTFPlayer::ShouldDropAmmoPack;...
Forum: Scripting 11-08-2019, 07:00
Replies: 1
Views: 301
Posted By nosoop
Re: [TF2] Native detected error 23, different error from normal ones?

You're deleting the timer that is invoking the callback. SM doesn't like that.


Action Time_Limit(Handle timer, client) {
// ...

// this calls CloseHandle(g_TimeLimit[client]), which...
Forum: Scripting 11-06-2019, 06:27
Replies: 15
Views: 1,055
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

There's the XY problem that should've been mentioned sooner.
Not that it improves the situation much since the killfeed does calls for getting weapon names, assisters and such, but those are things...
Forum: Scripting 11-05-2019, 01:20
Replies: 15
Views: 1,055
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

If you don't already have an CTakeDamageInfo instance on hand, you'll probably need to use something like Source Scramble (https://forums.alliedmods.net/showthread.php?t=317175) to allocate one, set...
Forum: Scripting 10-29-2019, 14:15
Replies: 4
Views: 644
Posted By nosoop
Re: ServerCommand @t and @ct not working!!!

Yeah, you'll probably want to do some RTFM-ing yourself.

To assist you better, you'll need to tell us which plugin provides sm_hp, as that's not a command provided in a default SourceMod...
Forum: Scripting 10-29-2019, 12:11
Replies: 3
Views: 332
Posted By nosoop
Re: [TF2] Best way to detect whether player is invulnerable-ubered?

For checking ubercharge: You could check the condition's inflictor with low-level memory reads, but that just narrows the effect down to a client. I have accessors for those...
Forum: Scripting 10-21-2019, 11:03
Replies: 7
Views: 563
Posted By nosoop
Re: [tf2] hook when physics objects collide?

For collisions between physics objects (including world), you may want to hook CBaseEntity::VPhysicsCollision(int index, gamevcollisionevent_t* event) with DHooks.

The first argument determines...
Showing results 1 to 25 of 500

 
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