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SDK Hooks 2.1 - Updated 2011-9-10


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Jindo
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Join Date: May 2009
Location: England, UK
Old 06-12-2010 , 20:44   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#631

Just checking: The SDKH compiled for SM 1.3 and MM 1.8 should still work with SM 1.4, right?
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psychonic

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Join Date: May 2008
Old 06-12-2010 , 21:03   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#632

Quote:
Originally Posted by Jindo View Post
Just checking: The SDKH compiled for SM 1.3 and MM 1.8 should still work with SM 1.4, right?
yes
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Groger
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Join Date: Oct 2009
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Old 06-13-2010 , 03:44   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#633

stupid me

Thx i'll let you know if it worked
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DJ Tsunami
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Join Date: Feb 2008
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Old 06-13-2010 , 03:44   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#634

Quote:
Originally Posted by Master53 View Post
is it possible to hook player_death with sdkhook functionality?
I don't get the question. Just hook OnTakeDamage and check if GetClientHealth(victim) - RoundToNearest(damage) <= 0. If so, they'll die.
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Sammy-ROCK!
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Join Date: Jun 2008
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Old 06-13-2010 , 14:39   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#635

Quote:
Originally Posted by Kigen View Post
Hello,

I have a question for the developers of SDKHooks.

Is it possible to add a hook to override the think process of the BOTs (skipping the engine's own internal process)?

So that we could make the BOTs do what we want instead of what the engine does by default?
Hook PreThinkPost and set m_nNextThinkTick to -1 and then do your think process.

Last edited by Sammy-ROCK!; 06-13-2010 at 22:33.
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Jindo
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Join Date: May 2009
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Old 06-13-2010 , 15:25   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#636

Quote:
Originally Posted by psychonic View Post
yes
Got it to work, thanks!
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blodia
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Join Date: Sep 2009
Location: UK
Old 06-14-2010 , 18:36   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#637

i've been fiddling around with shouldcollide in css and from what i can tell its works as intended.

i've looking through the source sdk and there are a few different versions, this one seems to be the cbaseentity version and is mainly used for ray traces.

the gamerules version should be better for blocking collisions between certain collision groups and hopefully won't be predicted.
bool CGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )

this would be a better no block method than using debris collision group which increases the chance of the "physical mayhem" bug.

Last edited by blodia; 06-14-2010 at 18:42.
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joshtrav
Senior Member
Join Date: Sep 2009
Old 06-17-2010 , 01:05   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#638

DJ Tsunami,

We have been working with getting rid of ES_Tools and found your plugin very promising considering we already use it for KAC.

I am having a hard time however checking weapons purchased when using the autobuy and rebuy feature in the game. Is there anyway you can enable some sort of hook or suggest a way for me to stop this?

Currently we use WeaponCanUse and WeaponCanSwitchTo to replicate EST_restrict which is working great. We hook the buy command to stop that, and we are only left with the autobuy/rebuy feature. As it stands the weapons just fall to the ground and the player is charged, but I would like to find a way to remove these weapons and refund the money, or, the more preferred, to check the arguments with autobuy/rebuy and if a restricted item is in it, we cancel that part of it.

Thanks so far for a very nice extension.
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joshtrav
Senior Member
Join Date: Sep 2009
Old 06-17-2010 , 01:50   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#639

After looking at some other extensions, could this type of hook solve the issue DJ Tsunami, PlayerRunCommand?

If so I would like to request it if at all possible.
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DJ Tsunami
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Old 06-17-2010 , 03:01   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#640

autobuy and rebuy are also commands, so just hook them too. Their descriptions tell you that they read out cl_autobuy and cl_rebuy instead of being passed arguments.
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Last edited by DJ Tsunami; 06-17-2010 at 03:03.
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