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[EXTENSION][Any?] PointDetour


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KyleS
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Join Date: Jul 2009
Location: Segmentation Fault.
Old 05-03-2012 , 21:00   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #11

Updated OP with a proper inc and changed back to const.

Return > Plugin_Continue to block the ServerCommand.

Huge thanks again to Dr!fter for the Windows build!

Last edited by KyleS; 05-03-2012 at 21:01.
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Impact123
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Location: Germany
Old 05-04-2012 , 06:02   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #12

This will definitely be useful at some point, thank you for this
Yours sincerely
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Last edited by Impact123; 05-04-2012 at 06:02.
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GoD-Tony
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Old 05-04-2012 , 15:40   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #13

Out of curiousity, can multiple commands be executed from the same entity at the same time?

Example:
Code:
point_servercommand -> say Enjoy the map!;say Haha;quit
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KyleS
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Old 05-04-2012 , 15:47   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #14

Quote:
Originally Posted by GoD-Tony View Post
Out of curiousity, can multiple commands be executed from the same entity at the same time?

Example:
Code:
point_servercommand -> say Enjoy the map!;say Haha;quit
I'd expect that to work, but I can't say for certain.
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Dr!fter
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Old 05-04-2012 , 19:00   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #15

Quote:
Originally Posted by GoD-Tony View Post
Out of curiousity, can multiple commands be executed from the same entity at the same time?

Example:
Code:
point_servercommand -> say Enjoy the map!;say Haha;quit
Quote:
Originally Posted by KyleS View Post
I'd expect that to work, but I can't say for certain.
Id think so. All it does is engine->ServerCommand. You can easily test to make sure with sourcemods ServerCommand since afaik that's the same.
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GoD-Tony
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Join Date: Jul 2005
Old 05-05-2012 , 02:56   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #16

Quote:
Originally Posted by KyleS View Post
I'd expect that to work, but I can't say for certain.
Quote:
Originally Posted by Dr!fter View Post
Id think so. All it does is engine->ServerCommand. You can easily test to make sure with sourcemods ServerCommand since afaik that's the same.
It works with ServerCommand so I'll assume that map authors could be doing the same.
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Last edited by GoD-Tony; 05-05-2012 at 02:57.
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lovely
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Join Date: Nov 2012
Old 12-15-2012 , 03:15   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #17

Unable to load extension "PointDetour" what's wrong?
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KyleS
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Join Date: Jul 2009
Location: Segmentation Fault.
Old 12-15-2012 , 04:13   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #18

Quote:
Originally Posted by lovely View Post
Unable to load extension "PointDetour" what's wrong?
Probably a lot of things, which engine/game/OS?

Last edited by KyleS; 12-15-2012 at 04:13.
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GoD-Tony
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Join Date: Jul 2005
Old 01-11-2013 , 09:44   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #19

Unfortunately this extension requires a specific Windows sig for every game. Would you be willing to take a different approach to achieve the same thing?

This method borrows gamedata from SDK Tools to hook AcceptInput for every point_*command entity that gets created: http://pastebin.com/JWUAYWmh

I'm not sure yet if it'll require separate engine builds, but you wouldn't have to do much updating (if any) after the first release.
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berni
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Join Date: May 2007
Location: Austria
Old 01-11-2013 , 11:38   Re: [EXTENSION][Any?] PointDetour
Reply With Quote #20

Quote:
Originally Posted by GoD-Tony View Post
Unfortunately this extension requires a specific Windows sig for every game. Would you be willing to take a different approach to achieve the same thing?

This method borrows gamedata from SDK Tools to hook AcceptInput for every point_*command entity that gets created: http://pastebin.com/JWUAYWmh

I'm not sure yet if it'll require separate engine builds, but you wouldn't have to do much updating (if any) after the first release.
I think you shouldn't rely on core gamedata files, as they can change at anytime.
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