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Sven Co-op 5.0 gamedata thread


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Solokiller
Senior Member
Join Date: Sep 2015
Old 12-30-2016 , 12:37   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #11

Well, they just confirmed what you assumed:
Quote:
Sniper - Today at 3:45 PM
I didn't know we were supporting third party mods suddenly.
So they have no plans to support mods at all.
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Nero-sama
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Join Date: Mar 2009
Old 05-01-2017 , 17:22   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #12

Quote:
Originally Posted by KliPPy View Post
Just found out that I can grab all data from IDA, by looking at CASDocumentation::RegisterObjectProperty() calls, where I can grab everything that's exposed to AS. Main post updated.
P.S. Should I feel dirty?
Hey, could you please tell me how to do that?
The updates these days keep breaking one of my plugins that use m_hActiveItem :[
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Solokiller
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Join Date: Sep 2015
Old 05-01-2017 , 17:33   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #13

Open the server Linux library in IDA, then look for the string that represents the variable you need. Then look for its references until you find the right one, it'll contain the Linux specific byte offset from the start of the CBaseEntity class.
With regards to the active item, they changed a bunch of stuff to EHANDLE which would explain why it's crashing.
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Nero-sama
Junior Member
Join Date: Mar 2009
Old 05-02-2017 , 07:08   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #14

Thankss, only problem now is that the linux server.so is no longer available so I'm completely fucked.
They sure do hate metamod/amxx....
��
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Solokiller
Senior Member
Join Date: Sep 2015
Old 05-02-2017 , 07:17   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #15

What do you mean it's not available? Nobody would be able to host servers on Linux without it.
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Nero-sama
Junior Member
Join Date: Mar 2009
Old 05-28-2017 , 19:02   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #16

Yeah, it used to be in svencoop\dlls\server.so, but now it's gone. Unless I've missed something o.O
edit: oh, seems they removed it from clients, only way to get it is via the linux dedi

Can't find anything about m_hActiveItem in it though
the only ActiveItem finds is InactiveItem
\_(ツ)_/

edit: I had to do the thing where it saves it to a .c file
CASDocumentation::RegisterObjectProperty(a1, "The active item.", s, "EHandle m_hActiveItem", 2240);
I'm assuming it's this? ^^;

Last edited by Nero-sama; 05-28-2017 at 19:31. Reason: \_(ツ)_/
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KliPPy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 05-28-2017 , 21:02   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #17

Yes, that should be it.
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Solokiller
Senior Member
Join Date: Sep 2015
Old 05-29-2017 , 04:47   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #18

Do keep in mind that even if you get the offsets right unless AMX and scripts that access those members are updated to use EHANDLEs it will crash.

Last edited by Solokiller; 05-29-2017 at 04:47.
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Nikky94
New Member
Join Date: Apr 2018
Old 04-02-2018 , 18:08   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #19

Hello, you can make an instruction how to find these offsets for noobs?
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KliPPy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 04-03-2018 , 05:58   Re: Sven Co-op 5.0 gamedata thread
Reply With Quote #20

You can only easily find stuff that is exposed to AngelScript. Look at posts #9 and #16, you have to search for RegisterObjectProperty calls. For anything else that's not exposed it may require some more understanding of how assembly works, so there's no easy, noob-friendly way.
However I don't know if anything has changed in the meantime, it's been more than a year.

EDIT: So here's stuff for CTripmineGrenade that you asked for, other people may find it useful. To use them in pdata natives(that require int offset) divide them by 4 (so 1580 -> 395). None of those are exported to AngelScript though, so there's really no definitive tutorial I could write for you how to find them. It's just knowledge, experience, intuition and guessing, the process often differs from finding one offset to finding another one.
Code:
m_flPowerUp = 1580
m_vecDir = 1584
m_vecEnd = 1596
m_flBeamLength = 1608
m_hOwner = 1612
m_hBeam = 1620
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Last edited by KliPPy; 04-03-2018 at 12:55.
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