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[TF2] Hidden dev attributes


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FlaminSarge
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Join Date: Jul 2010
Old 08-23-2020 , 23:05   Re: [TF2] Hidden dev attributes
Reply With Quote #21

Quote:
Originally Posted by rafradek View Post
I added null check in an update, about tf2 attributes, if you can make an updated version with those hooks in main thread post I agree with you. String setter is definitely doable in extension (look sigsegv, even if it is memory leaky) , but i will check if it could be ported
String setter is doable from SP but I never got around to polishing up a release. Will try to share with nosoop in a timely manner so we can get it into TF2att.

What was your methodology for finding all of these unused attributes, btw? Searching through every attrib hook seems painful.
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Last edited by FlaminSarge; 08-23-2020 at 23:13.
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rafradek
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Join Date: Aug 2012
Old 08-24-2020 , 10:09   Re: [TF2] Hidden dev attributes
Reply With Quote #22

Quote:
Originally Posted by FlaminSarge View Post
String setter is doable from SP but I never got around to polishing up a release. Will try to share with nosoop in a timely manner so we can get it into TF2att.

What was your methodology for finding all of these unused attributes, btw? Searching through every attrib hook seems painful.
I searched for every occurence of AttribHookValue and AllocPooledString_StaticConstantStringPointer in the binary, looking for their arguments (by a script). Then its compared against existing attributes in items_game

Last edited by rafradek; 08-24-2020 at 10:25.
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FlaminSarge
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Old 08-28-2020 , 06:53   Re: [TF2] Hidden dev attributes
Reply With Quote #23

Quote:
Originally Posted by rafradek View Post
I searched for every occurence of AttribHookValue and AllocPooledString_StaticConstantStringPointer in the binary, looking for their arguments (by a script). Then its compared against existing attributes in items_game
Nice. Any particular way you assigned IDs or just arbitrary starting at 4324?
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Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

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You will be fed to javalia otherwise.
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whiteskypony
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Join Date: Jun 2015
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Old 08-28-2020 , 23:51   Re: [TF2] Hidden dev attributes
Reply With Quote #24

Neat stuff, you can apply them with TF2Items as well.
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rafradek
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Old 08-29-2020 , 13:30   Re: [TF2] Hidden dev attributes
Reply With Quote #25

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Originally Posted by FlaminSarge View Post
Nice. Any particular way you assigned IDs or just arbitrary starting at 4324?
Yeah i just put a number that would be high enough to not be confused with regular attributes
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crafting
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Join Date: May 2014
Location: Somewhere on Earth
Old 10-04-2020 , 04:03   Re: [TF2] Hidden dev attributes
Reply With Quote #26

Looks like this plugin broke due to the Halloween update. It appears to be the gamedata file.

Last edited by crafting; 10-04-2020 at 13:16.
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PC Gamer
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Join Date: Mar 2014
Old 10-04-2020 , 17:31   Re: [TF2] Hidden dev attributes
Reply With Quote #27

Quote:
Originally Posted by crafting View Post
Looks like this plugin broke due to the Halloween update. It appears to be the gamedata file.
What attributes are no longer working?

I tested a few attributes today and they seem to be working okay. My PyroShark is still able to breathe under water.

PyroShark:
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crafting
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Old 10-05-2020 , 00:34   Re: [TF2] Hidden dev attributes
Reply With Quote #28

Quote:
Originally Posted by PC Gamer View Post
What attributes are no longer working?

I tested a few attributes today and they seem to be working okay. My PyroShark is still able to breathe under water.
At this time, I use 3....
"mvm sentry ammo", "penetration damage penalty", & "mult sniper charge per sec with enemy under crosshair"

Last edited by crafting; 10-07-2020 at 00:23. Reason: added 3rd attribute used
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crafting
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Old 10-09-2020 , 04:25   Re: [TF2] Hidden dev attributes
Reply With Quote #29

Can anyone else confirm the attribute are still working after the Halloween update?
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torridgristle
Junior Member
Join Date: Aug 2020
Old 10-09-2020 , 10:41   Re: [TF2] Hidden dev attributes
Reply With Quote #30

At first I had issues with attributes not working after either the October 1st or October 2nd patch but it began working again like a day later, I'm not quite sure what I changed though. I didn't adjust gamedata/tf2.hiddenattribs.txt and I didn't change tf2hiddenattribs.txt and I didn't change tf2hiddenattribs.smx

Maybe it just happened to work again after restarting the server, I really don't know why it stopped or why it resumed working.



Also, since this plugin appears to work by adding additional data to items_game.txt would it be possible to support other things such as "attribute_controlled_attached_particles" { "cosmetic_unusual_effects" "weapon_unusual_effects" } and "item_sets" and "items" to define duplicates of weapons using prefabs like "weapon_revolver" with "material_override" added to visuals? Here's the contents of my extrathings.txt file in the tf2nativeattribs config directory https://pastebin.com/pDezxYd7 but they don't seem to work. I try to give myself items with the added particles with https://forums.alliedmods.net/showth...3985?p=1353985 but they just don't appear. No errors that I can see though.
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