Quote:
Originally Posted by raydan
great job!!
few question
1. all client hook/unhook when they connect/disconnect game?
2. if hook HK_*Touch, it will hook all entity? 1000 entity in server, got lag?
if entity remove it casue memory problem?
i got this problem in "Hacks", it make a code error, like
Code:
public OnClientPutInServer(client)
{
g_clientInGameScore[client] = 10000;
}
it got Array index is out of bounds, i 100% sure array size is enough
further questions
add a player command hook, same as HK_OnTakeDamage per hook, allow remove client command (like IN_JUMP, IN_DUCK)
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1. yes
2. try not to hook every entity thats why i made the native 'AddHooksToEntity' to avoid having one forward for every game entity, if dont have a lot there wont be no lag issue, there shouldn't be a memory issue because sourcehook should unhook all of the hooks that are hooked when the entity because invalid
Quote:
Originally Posted by franzcis066
I dunno if it is a bug or anything, I tried to blockHK_WeaponDrop, But in the game when someone wants to drop a weapon... It removed some of its ammos.
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are you sure, i have tested this feature in CS over 15 times and it seems to be fine...paste your code and let me take a look.
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