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Module: Orpheu (v2.6.3)


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DarkGod
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Join Date: Jul 2007
Location: Sweden
Old 06-16-2010 , 09:42   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #481

Quote:
Originally Posted by DruGzOG View Post
Can anyone design a plugin that will block the output of "meta list" and if there are any mods running on it.
Why not alter MetaMod and re-compile?
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DruGzOG
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Old 06-16-2010 , 09:47   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #482

Quote:
Originally Posted by DarkGod View Post
Why not alter MetaMod and re-compile?
Do you know where the SVN/source for Metamod is located?

that'd be great if you can link me to that
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Last edited by DruGzOG; 06-16-2010 at 09:47. Reason: added a few words.
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joropito
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Old 06-16-2010 , 10:07   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #483

Quote:
Originally Posted by ot_207 View Post
And have you read the question about the plane of the walls? Do you think it is possible to get info about a certain plane through Orpheu?
Have you checked CBaseEntity::FVisible(CBaseEntity *pEntity) (Ham_FVisible) and CBaseEntity::FVisible(const Vector &vecOrigin) (Ham_FVecVisible)?

PHP Code:
signed int __cdecl CBaseEntity__FVisible(int a1int a2)
{
  
int v2// ecx@1
  
int v3// edx@2
  
long double v4// fst7@6
  
long double v5// fst6@6
  
int v6// ST08_4@6
  
int v7// ST0C_4@6
  
int v8// ST10_4@6
  
int v9// ST14_4@6
  
int v10// ST18_4@6
  
int v11// ST1C_4@6
  
int v12// ST20_4@6
  
int v13// ST24_4@6
  
int v14// ST28_4@6
  
int v15// ST2C_4@6
  
int v16// ST30_4@6
  
int v18// [sp+2Ch] [bp-5Ch]@6
  
int v19// [sp+30h] [bp-58h]@6
  
int v20// [sp+34h] [bp-54h]@6
  
float v21// [sp+38h] [bp-50h]@6
  
float v22// [sp+3Ch] [bp-4Ch]@6
  
float v23// [sp+40h] [bp-48h]@6
  
float v24// [sp+44h] [bp-44h]@6
  
float v25// [sp+48h] [bp-40h]@6
  
float v26// [sp+4Ch] [bp-3Ch]@6
  
char v27// [sp+50h] [bp-38h]@6
  
float v28// [sp+60h] [bp-28h]@6

  
v2 = *(_DWORD *)a2;
  if ( *(
_BYTE *)(*(_DWORD *)a2 420) < )
    return 
0;
  
v3 = *(_DWORD *)a1;
  if ( *(
_DWORD *)(*(_DWORD *)a1 448) == )
  {
    if ( !*(
_DWORD *)(v2 448) )
      return 
0;
  }
  else
  {
    if ( *(
_DWORD *)(v2 448) == )
      return 
0;
  }
  
v4 = *(float *)(v3 12) + *(float *)(v3 376);
  
v5 = *(float *)(v3 16) + *(float *)(v3 380);
  *(
float *)&v18 = *(float *)(v3 8) + *(float *)(v3 372);
  *(
float *)&v19 v4;
  *(
float *)&v20 v5;
  
LODWORD(v24) = v18;
  
LODWORD(v25) = v19;
  
LODWORD(v26) = v20;
  (*(
void (__stdcall **)(int *, intintintintintintintintintintintint))(*(_DWORD *)(a2 148) + 216))(
    &
v18a2v6v7v8v9v10v11v12v13v14v15v16);  // Seems to be CBaseEntity::EyePosition for a2
  
LODWORD(v21) = v18;
  
LODWORD(v22) = v19;
  
LODWORD(v23) = v20;
  
UTIL_TraceLine(&v24, &v2111, *(_DWORD *)(*(_DWORD *)a1 520), &v27);
  if ( 
1.0 != v28 )
    return 
1;
  return 
0;

PHP Code:
bool __cdecl CBaseEntity__FVisible(int a1int a2)
{
  
int v2// ST08_4@1
  
int v3// ST0C_4@1
  
int v4// ST10_4@1
  
int v5// ST14_4@1
  
int v6// ST18_4@1
  
int v7// ST1C_4@1
  
int v8// ST20_4@1
  
int v9// ST24_4@1
  
int v10// ST28_4@1
  
int v11// ST2C_4@1
  
int v12// ST30_4@1
  
int v14// [sp+28h] [bp-50h]@1
  
int v15// [sp+2Ch] [bp-4Ch]@1
  
int v16// [sp+30h] [bp-48h]@1
  
int v17// [sp+34h] [bp-44h]@1
  
int v18// [sp+38h] [bp-40h]@1
  
int v19// [sp+3Ch] [bp-3Ch]@1
  
char v20// [sp+40h] [bp-38h]@1
  
float v21// [sp+50h] [bp-28h]@1

  
(*(void (__stdcall **)(int *, intintintintintintintintintintintint))(*(_DWORD *)(a1 148) + 216))(
    &
v14a1v2v3v4v5v6v7v8v9v10v11v12);  // Seems to be CBaseEntity::EyePosition for a1
  
v17 v14;
  
v18 v15;
  
v19 v16;
  
UTIL_TraceLine(&v17a211, *(_DWORD *)(*(_DWORD *)a1 520), &v20);
  return 
1.0 != v21;


Or you can use this FVisible improovement (FBoxVisible - a more accurate ( and slower ) version).
I think should be called several times to get better accuracy.

PHP Code:
//=========================================================
// FBoxVisible - a more accurate ( and slower ) version
// of FVisible.
//
// !!!UNDONE - make this CBaseMonster?
//=========================================================
BOOL FBoxVisible entvars_t *pevLookerentvars_t *pevTargetVector &vecTargetOriginfloat flSize )
{
      
// don't look through water
      
if ((pevLooker->waterlevel != && pevTarget->waterlevel == 3)
            || (
pevLooker->waterlevel == && pevTarget->waterlevel == 0))
            return 
FALSE;

      
TraceResult tr;
      
Vector      vecLookerOrigin pevLooker->origin pevLooker->view_ofs;//look through the monster's 'eyes'
      
for (int i 05i++)
      {
            
Vector vecTarget pevTarget->origin;
            
vecTarget.+= RANDOM_FLOATpevTarget->mins.flSizepevTarget->maxs.flSize);
            
vecTarget.+= RANDOM_FLOATpevTarget->mins.flSizepevTarget->maxs.flSize);
            
vecTarget.+= RANDOM_FLOATpevTarget->mins.flSizepevTarget->maxs.flSize);

            
UTIL_TraceLine(vecLookerOriginvecTargetignore_monstersignore_glassENT(pevLooker)/*pentIgnore*/, &tr);

            if (
tr.flFraction == 1.0)
            {
                  
vecTargetOrigin vecTarget;
                  return 
TRUE;// line of sight is valid.
            
}
      }
      return 
FALSE;// Line of sight is not established

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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 06-16-2010 , 10:31   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #484

You have not understood my question. I have asked if I get info of a wall that has been hit with a trace, the height width of it and also the origin. as a box. Those functions do not offer much help I'm afraid, thanks anyway.

And is the sig file written correctly? On my previous post?
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joropito
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Old 06-16-2010 , 10:45   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #485

Quote:
Originally Posted by ot_207 View Post
You have not understood my question. I have asked if I get info of a wall that has been hit with a trace, the height width of it and also the origin. as a box. Those functions do not offer much help I'm afraid, thanks anyway.

And is the sig file written correctly? On my previous post?
Oh sorry, I thought it was for that.

About sig... I'm not sure, just wait for quim or arkshine
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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 06-16-2010 , 12:14   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #486

Quote:
Originally Posted by DruGzOG View Post
Can anyone design a plugin that will block the output of "meta list" and if there are any mods running on it.
config.ini -> clientmeta no

http://metamod-p.sourceforge.net/doc...tml#config.ini
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dFF
sıɹɹoɥɔ ʞɔnu
Join Date: Oct 2009
Old 06-16-2010 , 13:37   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #487

Quote:
Does anyone have any idea where these sounds are played?
Code:
Name  W. Offset  L. Offset  L. Diff   Type  Description
------------------------------------------------------- 
m_iPlayerSound  237  242  +5  int  The index of the sound list slot reserved for this player.
?

http://wiki.alliedmods.net/CBasePlayer_%28CS%29
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joropito
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Old 06-16-2010 , 13:53   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #488

Quote:
Originally Posted by dFF View Post
Code:
Name  W. Offset  L. Offset  L. Diff   Type  Description
------------------------------------------------------- 
m_iPlayerSound  237  242  +5  int  The index of the sound list slot reserved for this player.
?

http://wiki.alliedmods.net/CBasePlayer_%28CS%29
For example at CBasePlayer::Spawn

http://code.google.com/p/cs-sdk/sour...player.cpp#782
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-18-2010 , 06:35   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #489

OT, you don't need really to play with Orpheu there. ( Well all is depending what you want to do ). CBasePlayerWeapon::ReloadSound() uses the ReloadSound event.

What does CBasePlayerWeapon::ReloadSound() is :
- Looping through all players ;
- Checking if the distance between the one who reload and others players are <= 512 units ;
- If so, sending a ReloadSound message to the concerned players.
About ReloadSound message :
- arg 1 : probably the sound volume based on the distance. (decompiled code gives : (1.0 - distance * 0.001953125) * 255.0) & 0xFF )
- arg 2 : 0 if the weapons are either m3 or xm1014, 1 otherwise.
About the signature, it should be :

Code:
{
    "name"        : "ReloadSound",
    "class"       : "CBasePlayerWeapon",
    "library"     : "mod",
    "identifiers" : 
    [
        {
            "os"    : "windows",
            "mod"   : "cstrike",
            "value" : [0x83,0xEC,0x10,0x53,0x8B,0xD9,0x55,0x56,0x8B,"*","*","*","*","*",0x57,0x68,"*","*","*","*",0x6A,0x00,0x8B,0x40,0x04,0x83,0xC0,0x08,0x8B,0x08,0x8B,0x50,0x04],
            "info"  : "Here the address if the sig doesn't work - 0xDA610"
        },
        {
            "os"    : "linux",
            "mod"   : "cstrike",
            "value" : "ReloadSound__17CBasePlayerWeapon"
        }
    ]
}
in a file named ReloadSound located in configs/orpheu/functions/CBasePlayerWeapon/
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Last edited by Arkshine; 06-18-2010 at 06:51.
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ot_207
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Old 06-18-2010 , 11:32   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #490

Omg. I never thought that there was a message function. Thanks a lot! +Crabs


Edit:
I do not know if I can post this but I have found some info regarding HL2 engine, please tell me if I can't post it because I will delete it!
Thinking that it has some common points with the HL1 engine. Here it is: http://www.inxbus.net/hldoc/dir_000002.html.
I think that it can help, I found it accidentally when I was searching.
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Last edited by ot_207; 06-18-2010 at 18:13.
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