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[EXTENSION] Variables And Listing of Values Extension


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exvel
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Join Date: Jun 2006
Location: Russia
Old 09-07-2009 , 15:14   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #11

Quote:
Originally Posted by pRED* View Post
Requires 1.3
now it crashed... ooops, damn win7
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pRED*
Join Date: Dec 2006
Old 09-07-2009 , 16:34   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #12

What mod?
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exvel
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Old 09-08-2009 , 01:54   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #13

CS:S
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pRED*
Join Date: Dec 2006
Old 09-08-2009 , 02:14   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #14

CS:S uses a different SendProp structure to TF2 so it won't work. You'll have to find the lines that references SendProp offsets and change them to the ones CS:S uses and reassemble.
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olj
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Join Date: Jun 2009
Old 09-08-2009 , 03:22   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #15

Umm, its TF2 only?
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pRED*
Join Date: Dec 2006
Old 09-08-2009 , 04:18   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #16

DOD:S/L4D use the same sendprop structure iirc so those should be fine.
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pheadxdll
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Join Date: Jun 2008
Old 09-14-2009 , 17:45   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #17

Worked good until it crashed when I tried to dump the properties for a CTFPlayer entity. Last thing it recorded was: [VALVE] m_iReapplyProvisionParity - 0 before srcds crashed. Windows sm-1.3.0-2798 o'course.
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voogru
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Join Date: Oct 2004
Old 09-23-2009 , 15:54   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #18

I think it has to spawn the entity in order to fetch the props, spawning a player entity makes bad things happen.

I could be mistaken though.
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pRED*
Join Date: Dec 2006
Old 09-23-2009 , 17:46   Re: [EXTENSION] Variables And Listing of Values Extension
Reply With Quote #19

Na it needs an existing entity.

Thats weird, I only ever tested it on a CTFPlayer since that was the easiest entity index to guarantee.

I'll consider trying to fix it, or just rewrite an actually useful version in c++ sometime.
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