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[Suggestions] AMXX 1.8.3


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PRoSToTeM@
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Join Date: Jan 2010
Location: Russia, Ivanovo
Old 05-03-2017 , 18:28   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #111

@Depresie we should make cstrike not rely on 16000 limit (we need something like auto-detection).
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Depresie
Veteran Member
Join Date: Nov 2013
Old 05-03-2017 , 19:39   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #112

I think we could probably use the concept of Orpheu to create a layer/interface between amxmodx and it's default modules in order to boost their power and abilities, along with hacking some stuff.. but i don't know how possible is that without breaking backwards compatibility

I also don't know how efficient it would be or if there is a better way, but i guess the cost of a little more CPU/RAM usage would be worth, but it may take some work to be done.. i don't really know what's the inside of amxmodx and how it is structured, Arks should know what would be better..

Actual
Code:
 game -> metamod -> amxmodx -> engine, cstrike, ham, fun, orpheu, etc
To
Code:
 game -> metamod -> amxmodx -> orpheu -> engine, cstrike, ham, fun, etc
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Last edited by Depresie; 05-03-2017 at 19:46.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-04-2017 , 05:12   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #113

It looks really easy to patch the money limit in the gamedll, that is probably the sanest route.

Sadly the checks are inlined so it is quite a few functions to patch, but it isn't like cstrike gets a lot of updates.

Does AMXX have an equivalent to SM's Address gamedata (find an offset in memory using a signature / symbol) and StoreToAddress (write arbitrary data to memory)?
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 05-04-2017 , 05:23   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #114

Quote:
Originally Posted by asherkin View Post
Does AMXX have an equivalent to SM's Address gamedata (find an offset in memory using a signature / symbol) and StoreToAddress (write arbitrary data to memory)?
That's what we use Orpheu and/or Okapi modules for, but they are not included in the AMXX package (yet?).

I may be wrong, but I think there's only 1 simple function that takes care of the limit (CBasePlayer::AddAccount or something similar). Replacing its logic would be a good solution as well probably. However, I can't make sure now or link the mentioned modules to you as I am writing this on my phone.

Last edited by klippy; 05-04-2017 at 05:25.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-04-2017 , 06:00   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #115

To patch money in the original mod, or at least to increase the limit to 999999 (because that's the limit HUD can show), you need to patch at least:

CBasePlayer::AddAccount
CBasePlayer::JoiningThink
CBasePlayer::Reset
CHalfLifeTraining::PlayerThink
CheckStartMoney
ClientPutInServer
HandleMenu_ChooseTeam

This can be done with Orpheu module, and you can find old plugins like https://forums.alliedmods.net/showpo...&postcount=255 which does the job.

AMXX definitively needs some natives to deal with memory, but I'm not sure whether AMXX should care about these limits.
I guess if it's a popular demand, we could add a cvar like ReGameDLL to control the max money. Don't know.
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Last edited by Arkshine; 05-04-2017 at 06:03.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-04-2017 , 06:20   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #116

I agree, not everything needs to be included by default.

SDKHooks was being used by over 50% of new plugins before it was included by default in SourceMod (and that was only done because the maintainer joined the SM team), people survived for years having to download it if they wanted to run a plugin that needed it.

For stuff like this (and many of the suggestions in this thread), it makes sense to have a plugin expose a nice API to use that wraps Orpheu et al for other plugins to use, not everything needs to be reimplemented in every plugin or be included in core.

But anyway, I'm just here to delete all your subforums.
/me disappears back to the SourceMod section.
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Last edited by asherkin; 05-04-2017 at 06:30.
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Depresie
Veteran Member
Join Date: Nov 2013
Old 05-05-2017 , 08:46   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #117

Well, if everything is proper structured, updates won't be such a big problem to deal with, and as asherkin said, it isn't like cstrike gets a lot of updates..

Added couple more suggestions related to round start and round end
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Last edited by Depresie; 05-05-2017 at 08:50.
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 05-05-2017 , 09:00   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #118

If by events you mean ones hooked with register_event() and register_logevent() then it won't happen.
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Depresie
Veteran Member
Join Date: Nov 2013
Old 05-05-2017 , 13:06   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #119

I guess then we could have new forwards, but could you also explain why ?
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Last edited by Depresie; 05-05-2017 at 13:06.
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PartialCloning
Senior Member
Join Date: Dec 2015
Old 05-05-2017 , 13:20   Re: [Suggestions] AMXX 1.8.3
Reply With Quote #120

95% of your suggestions are just laziness on your part. It doesn't seem like you want to code anything. At this rate you might as well ask for a complete zombie mod to be included with AMXModx.

To detect the first round in 1.8.3, use:
Code:
get_gamerules_int("CHalfLifeMultiplay", "m_iTotalRoundsPlayed")
Where the first round is 0.
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