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SendProxy Manager


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Aderic
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Join Date: Oct 2011
Location: Pavo, GA
Old 10-23-2014 , 00:01   Re: SendProxy Manager
Reply With Quote #271

Odd, the links take me to the Google Web store.

Edit: Some sorta crazy redirect.
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Last edited by Aderic; 10-23-2014 at 00:02.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 10-23-2014 , 14:10   Re: SendProxy Manager
Reply With Quote #272

Quote:
Originally Posted by Aderic View Post
Odd, the links take me to the Google Web store.

Edit: Some sorta crazy redirect.
https://forums.alliedmods.net/showpo...&postcount=267
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Aderic
Senior Member
Join Date: Oct 2011
Location: Pavo, GA
Old 10-24-2014 , 22:54   Re: SendProxy Manager
Reply With Quote #273

Quote:
Originally Posted by DarthNinja View Post
Thanks.
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NUdH3
Member
Join Date: Jul 2011
Old 02-16-2015 , 07:55   Re: SendProxy Manager
Reply With Quote #274

Can someone compile this extension for css with that fix?

https://forums.alliedmods.net/showpo...&postcount=171

It is not included in the current source: https://github.com/VoiDeD/sourcemod-sendproxy-manager

Last edited by NUdH3; 02-16-2015 at 10:09.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 02-27-2015 , 18:46   Re: SendProxy Manager
Reply With Quote #275

I wonder if it'd be possible to make sendproxy send player specific stuff if we'd patch some stuff in SendProxy_OnlyToTeam() function...

It exists in TF2 Binary yet due to nature of diassembled code it's quite unreadable. But thankfully we've got readable version of that in valve's public hl2-sdk-2013 code
PHP Code:
voidSendProxy_OnlyToTeam( const SendProp *pProp, const void *pStruct, const void *pVarDataCSendProxyRecipients *pRecipientsint objectID )
{
    
CBaseEntity *pEntity = (CBaseEntity*)pStruct;
    if ( 
pEntity )
    {
        
CTeam *pTeam pEntity->GetTeam();
        if ( 
pTeam )
        {
            
pRecipients->ClearAllRecipients();
            for ( 
int i=0pTeam->GetNumPlayers(); i++ )
            
pRecipients->SetRecipientpTeam->GetPlayer)->GetClientIndex() );
            return (
void*)pVarData;
        }
    }
    return 
NULL;

The function let's us to provide recipients list but in the end it gets overriden by team players data:
Code:
        CTeam *pTeam = pEntity->GetTeam();
        if ( pTeam )
        {
            pRecipients->ClearAllRecipients();
            for ( int i=0; i < pTeam->GetNumPlayers(); i++ )
            pRecipients->SetRecipient( pTeam->GetPlayer( i )->GetClientIndex() );
            return (void*)pVarData;
        }
If we'd patch red marked code in actual TF2 Binary and leave only 'return (void*)pVarData' for returning stuff with original provided recipients list it could perhaps work

That is as long as this function is server-side rather than shared or client-side. It could work aswell if it was shared but could either provide no changes or be unstable and random as heck...

Anyone can back up my crazy theory ?
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Last edited by Oshizu; 02-27-2015 at 19:14.
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VoiDeD
SourceMod Plugin Unapprover
Join Date: Mar 2009
Location: Illinois, USA
Old 03-01-2015 , 03:04   Re: SendProxy Manager
Reply With Quote #276

You cannot control individual networking of sendprops to specific clients with a proxy, only whole sendtables.

The base game code already uses this functionality for networking player's weapon information (ammo, etc) to only the player carrying the weapons. See: https://mxr.alliedmods.net/hl2sdk-sd...hared.cpp#2704
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Last edited by VoiDeD; 03-01-2015 at 03:04.
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SM9
Veteran Member
Join Date: Sep 2013
Location: United Kingdom
Old 03-01-2015 , 10:20   Re: SendProxy Manager
Reply With Quote #277

I believe the download link is attempting to download malware.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 03-01-2015 , 10:35   Re: SendProxy Manager
Reply With Quote #278

Quote:
Originally Posted by VoiDeD View Post
You cannot control individual networking of sendprops to specific clients with a proxy, only whole sendtables.

The base game code already uses this functionality for networking player's weapon information (ammo, etc) to only the player carrying the weapons. See: https://mxr.alliedmods.net/hl2sdk-sd...hared.cpp#2704
Oh... that's too bad i guess

Quote:
Originally Posted by xCoderx View Post
I believe the download link is attempting to download malware.
It's an outdated link from domain which has expired and is now currently some random malware advert thingy bought by some malicious company i guess?
Download from there:
Quote:
Originally Posted by Powerlord View Post
I thought its been down permanently for a while.

Source (Hosted by VoiDeD on GitHub)
Include file
Windows version (for Source 2009, compiled by Oshizu)
Linux version (for Source 2009, compiled by Powerlord)
Gamedata file (for Source 2009, updated by Powerlord)

Eventually, I'll finish updating my Source sample extension files and throw those into the project, use AMBuild to build it across all platforms, then see about grabbing gamedata for the other games to see if they work.
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Last edited by Oshizu; 03-01-2015 at 10:38.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 03-01-2015 , 12:25   Re: SendProxy Manager
Reply With Quote #279

Even if it was just for one team or another, It would be awesome to have that. I wan't to be able to activate outlines in tf2 so only one team sees it so badly >.<
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 03-08-2015 , 08:52   Re: SendProxy Manager
Reply With Quote #280

You can already do that, look at slenderf2.
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