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[Info] Counter-Strike pvPrivateData offsets


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ConnorMcLeod
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Join Date: Jul 2006
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Old 02-20-2009 , 15:08   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #61

origin, spawnflags
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xPaw
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Old 02-21-2009 , 03:02   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #62

what about type, quantity & sprite?
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ConnorMcLeod
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Old 02-21-2009 , 14:31   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #63

weapon_c4

78 - plant state ? : (1<<0) when planting, (1<<0)|(1<<8 ) when it's time to create the planted bomb
79 - planted time


player
cstrike.h :
#define OFFSET_NVGOGGLES 129
#define HAS_NVGOGGLES ( 1<<0 )

->
#define NVGOGGLES_ON ( 1<<8 )
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Last edited by ConnorMcLeod; 02-24-2009 at 11:22.
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ConnorMcLeod
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Old 03-01-2009 , 10:01   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #64

game_player_equip

#define MAX_EQUIP 32
35 - 66 m_weaponNames[MAX_EQUIP] ( use glb_pStringBase to retrieve, EngFunc_AllocString to set )
67 - 98 m_weaponCount[MAX_EQUIP]


You can set it on the fly, but you have to spawn it during precache, unless you set the spawnflag SF_PLAYEREQUIP_USEONLY and you want that players get normal weapons.
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Last edited by ConnorMcLeod; 03-01-2009 at 15:27. Reason: #67
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Exolent[jNr]
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Old 03-01-2009 , 13:51   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #65

What is the difference between EngFunc_SzFromIndex and glb_pStringBase ?
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 03-01-2009 , 14:25   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #66

I really don't know.

PHP Code:
    new iVal get_pdata_int(iEnt354)
    new 
szS[128]
    
engfunc(EngFunc_SzFromIndexiValszScharsmax(szS))
    
server_print(szS)
    
global_get(glb_pStringBaseiValszScharsmax(szS))
    
server_print(szS
This prints exactly the same.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 03-01-2009 , 14:38   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #67

HLSDK says that pStringBase should be used on constant string.
Also, It seems that SzFromIndex is not used. ( The macro is commented in favor of pStringBase )
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ConnorMcLeod
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Old 03-02-2009 , 15:04   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #68

player

100 - next gametime a button is usable to switch view/player in spec mode
raise it can prevent a player from using mouse1/2 and jump
lower it can allow player to use jump faster but no mouse1/2
default delay seems to be 0.20sec
useless oO

101 - spectated player CSW_ID
102 - spectated player has bomb
103 - spectated player has defuse kit
104 - spec view (4 when not spectator)

108 - fPainShock
109 ?? last curweapon zoomshot fov (scout & awp)
111 ?? last shot time (scout & awp)

-Edit-
offset 125 seems to be taken in account only when players are dead
-Edit-
125 - &( 1<<8 ):cant_changed_team_if_dead

198 - next fGameTime a player can be sent a HudTextArgs message

220 - fGametime of last weapon attack, including nade trhow and c4 start planting
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Last edited by ConnorMcLeod; 01-09-2010 at 11:21.
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ot_207
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Old 03-24-2009 , 09:34   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #69

Are there offsets of weapon_ entities that offer the possibility to manipulate the reload time?

Ex: The ak47 reloads in 2 seconds is it possible to make it 1 second?
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ConnorMcLeod
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Old 03-24-2009 , 12:19   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #70

Quote:
Originally Posted by ot_207 View Post
Are there offsets of weapon_ entities that offer the possibility to manipulate the reload time?

Ex: The ak47 reloads in 2 seconds is it possible to make it 1 second?
Search ?
http://forums.alliedmods.net/showthr...035#post782035
Don't know if it's possible to alter the animation though.


For instant reload, see http://forums.alliedmods.net/showthread.php?p=553846
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