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[TF2] Reverse engineer of tf2 teleporters.


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WildCard65
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Join Date: Aug 2013
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Old 05-06-2014 , 11:21   [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #1

Can someone reverse engineer TF2's teleporters for me? I want to know if it's possible to detour the check tf2 does to see if bidirectional teleporters can be used to allow sourcemod plugins to override the check if Plugin_Changed is called.
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 05-06-2014 , 11:43   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #2

Asherkin once ago made plugin for bi-directional teleporters: bi-directional teleport attribute
Unfortunely gamedata seems to need to be updated

I've tried to update gamedata few days ago but for some reason it didn't worked
I guess i might give it a try once more in few days
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Last edited by Oshizu; 05-06-2014 at 11:45.
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WildCard65
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Old 05-06-2014 , 11:47   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #3

Would love something like that be added to sourcemod tf2 extension to allow use of mvm attributes.
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Powerlord
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Old 05-06-2014 , 13:52   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #4

Quote:
Originally Posted by WildCard65 View Post
Would love something like that be added to sourcemod tf2 extension to allow use of mvm attributes.
The problem is three-fold:

1. MvM is a tournament mode and the game may check for that.
2. There's a special tf_logic_mann_vs_machine entity that would also need to be enabled.
3. The tf_gamerules entity has a netprop for telling whether MvM is running and you'd definitely need that.

The problem is that two of these would have unwanted side effects.

Now, it's possible that the server has a method in it somewhere that you can detour to make it think its MvM when it isn't, but chances are such a method wouldn't just be called during attribute checking.
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Last edited by Powerlord; 05-06-2014 at 13:54.
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Sreaper
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Join Date: Nov 2009
Old 05-06-2014 , 18:38   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #5

I'm pretty sure the RMF Ability Pack plugin has had bidirectional teleporters for a long time now. You can use the same method as in that plugin.

Last edited by Sreaper; 05-06-2014 at 18:41.
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Mitchell
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Join Date: Mar 2010
Old 05-06-2014 , 21:41   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #6

Quote:
Originally Posted by Sreaper View Post
I'm pretty sure the RMF Ability Pack plugin has had bidirectional teleporters for a long time now. You can use the same method as in that plugin.
Cant seem to find anything about that

Last edited by Mitchell; 05-06-2014 at 21:47.
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Sreaper
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Old 05-07-2014 , 00:48   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #7

Quote:
Originally Posted by Mitchell View Post
You will need an older source.
https://www.youtube.com/watch?v=iCNNID2XpSU&t=3m32s
Attached Files
File Type: zip RMFAbilityPack.zip (391.8 KB, 172 views)

Last edited by Sreaper; 05-07-2014 at 00:53.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 05-07-2014 , 04:17   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #8

It's not a hard concept, just hook touch function, and swap the entities by their origin, and then after a short time swap them back (preferably using the teleport callback to check).

Sometimes, good is dumb.
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Last edited by friagram; 05-07-2014 at 04:18.
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WildCard65
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Old 05-07-2014 , 11:26   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #9

Question(this question is related and not a seperate question), is there a way to detect a collision with a teleporter?
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Oshizu
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Join Date: Nov 2012
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Old 05-07-2014 , 11:27   Re: [TF2] Reverse engineer of tf2 teleporters.
Reply With Quote #10

Quote:
Originally Posted by WildCard65 View Post
Question(this question is related and not a seperate question), is there a way to detect a collision with a teleporter?
Either use SDKHooks or get some vtable offset from binary for dhooks
In worst case it'd be signature not vtable offset which would require creating extension.
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Last edited by Oshizu; 05-07-2014 at 11:30.
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