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SDK Hooks 2.1 - Updated 2011-9-10


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Erik V
Member
Join Date: Oct 2009
Old 05-24-2010 , 15:37   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#601

sounds good TY

so I just need :

#include <sdkhooks> // in my script to compile?

and 1 more question will players in spectator automatically be exempt from being processed by SDKPreThink()?

Last edited by Erik V; 05-24-2010 at 15:42.
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 05-25-2010 , 12:04   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#602

Is anyone aware of an issue with the OnTakeDamage() hook with L4D2 being called, but damage not being able to be modified?

http://forums.alliedmods.net/showpos...0&postcount=24
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DontWannaName
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Join Date: Jun 2007
Location: VALVe Land, WA
Old 05-30-2010 , 02:25   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#603

Quote:
Originally Posted by DJ Tsunami View Post
PreThink, as the name says, is called before OnGameFrame, and allows you to block things like attacking or jumping. Any other hook fires too late, so client prediction will make the blocking look silly.

Also, OnGameFrame is called 66 times per second, no matter what. Think functions are called for a specific entity, so when that entity is destroyed your code won't run anymore. This alleviates the server if that code only needs to run when a specific entity exists.

And, yay 600th post.
I up your 600th post with 3,331 and would like to know if this plugin could break after TF2 updates, more specifically updates that break/change gamedata. The achievements plugin requires this and I get scared when adding extensions as each one means another unknown crash after an update. Would it fail to load after not finding the right gamedata when it has changed or crash? :'(
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Last edited by DontWannaName; 05-30-2010 at 02:29.
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DJ Tsunami
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Join Date: Feb 2008
Location: The Netherlands
Old 05-30-2010 , 04:53   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#604

It will always find offsets, they might just point to a different function after an update. The only way to get around that is to change them all to signatures. Either way, I would think a coredump or minidump would show what extension it crashed in.
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psychonic

BAFFLED
Join Date: May 2008
Old 05-30-2010 , 12:29   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#605

Quote:
Originally Posted by DontWannaName View Post
I up your 600th post with 3,331 and would like to know if this plugin could break after TF2 updates, more specifically updates that break/change gamedata. ...and I get scared when adding extensions as each one means another unknown crash after an update.
You do know that SM itself, 3 of the extensions it comes with, many of the base plugins it comes with, and many third party plugins also use gamedata that can break, right? There's no need to worry specifically about a third-party extension.
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DontWannaName
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Join Date: Jun 2007
Location: VALVe Land, WA
Old 05-30-2010 , 14:01   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#606

Ya but I always find extensions to usually crash more often than the plugins from gamedata.
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-31-2010 , 00:12   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#607

OnTakeDamage can block the damage but can not modifly damage in L4D2
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xbatista
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Join Date: Mar 2008
Location: Lithuania
Old 05-31-2010 , 15:24   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#608

Quote:
Originally Posted by alexip121093 View Post
OnTakeDamage can block the damage but can not modifly damage in L4D2
Someone can accept this, because I'm going to use this forward.. ?
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Jоnny
Senior Member
Join Date: Jun 2007
Old 05-31-2010 , 16:40   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#609

yes, its true
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HL-SDK
Member
Join Date: Jan 2009
Old 06-01-2010 , 21:39   Re: [EXTENSION] SDK Hooks 1.3 (Updated 2010-05-12)
#610

Can block damage, but not modify it, eh?
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