Raised This Month: $51 Target: $400
 12% 

Counter-Strike SDK


Post New Thread Reply   
 
Thread Tools Display Modes
Dr.G
Senior Member
Join Date: Nov 2008
Old 04-02-2010 , 17:13   Re: Counter-Strike SDK
Reply With Quote #21

are there any m_CollisionGroup like offset in HL1 ? Iam thinkin a NoBlock plugin like this for HL1 -> http://forums.alliedmods.net/showthread.php?p=746250
__________________
Dr.G is offline
Seta00
The Seta00 user has crashed.
Join Date: Jan 2010
Location: Berlin
Old 04-02-2010 , 17:47   Re: Counter-Strike SDK
Reply With Quote #22

Quote:
Originally Posted by Arkshine View Post
now it's only the beginning


By the way, how exactly are you doing this?
Seta00 is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 04-02-2010 , 18:04   Re: Counter-Strike SDK
Reply With Quote #23

IDA pro + HLSDK + a lot of times ( because you need to check, recheck, searching, guessing, switching between linux/windows IDA output etc.. IDA is a motherfucker sometimes you have to be careful :/ )


@Dr.G : No idea right now.
__________________
Arkshine is offline
Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 04-02-2010 , 20:03   Re: Counter-Strike SDK
Reply With Quote #24

This is amazing!
__________________
No private work or selling mods.
Quote:
Originally Posted by xPaw View Post
I love you exolent!
Exolent[jNr] is offline
joropito
AlliedModders Donor
Join Date: Mar 2009
Location: pfnAddToFullPack
Old 04-02-2010 , 21:53   Re: Counter-Strike SDK
Reply With Quote #25

I need this

Quote:
Originally Posted by Arkshine View Post
[*]CBaseSpectator
__________________

Divide et vinces
approved plugins | steam account

I don't accept PM for support. Just ask on forums.
If you're looking for private work, PM me.
joropito is offline
Send a message via MSN to joropito
Immortal_BLG
Member
Join Date: Feb 2010
Location: RUSSIA
Old 04-02-2010 , 22:14   Re: Counter-Strike SDK
Reply With Quote #26

Maybe useful for somebody....

List of game events for TheBots, TheTutor, ... OnEvent() function

Code:
enum GameEventType_t
{
	GameEventType_PLAYER_ATTACK = 1u,				// tell bots the player is attack (argumens: 1 = attacker, 2 = NULL)
	GameEventType_PLAYER_ATTACK_WITHOUT_CLIP_AMMO,	// tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL)
	GameEventType_PLAYER_RELOAD_WEAPON,				// tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL)

	GameEventType_GRENADE_EXPLODED,					// tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
	GameEventType_FLASHBANG_EXPLODED,				// tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin)
	GameEventType_SMOKE_GRENADE_EXPLODED,			// tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)

	GameEventType_PLAYER_FLASHED = 9u,				// tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL)
	GameEventType_PLAYER_RUNNING,					// tell bots the player is running (argumens: 1 = runner, 2 = NULL)
	GameEventType_PLAYER_JUMPED,					// tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL)
	GameEventType_PLAYER_KILLED,					// tell bots the player is killed (argumens: 1 = victim, 2 = killer)
	GameEventType_PLAYER_FELL_WITH_DAMAGE,			// tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL)
	GameEventType_PLAYER_TAKE_DAMAGE,				// tell bots the player is take damage (argumens: 1 = victim, 2 = attacker)
	GameEventType_PLAYER_INJURED_HOSTAGE,			// tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer)
	GameEventType_PLAYER_KILLED_HOSTAGE,			// tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer)

	GameEventType_DOOR_MOVING,						// tell bots the door is moving (argumens: 1 = door, 2 = NULL)

	GameEventType_GLASS_BREAK,						// tell bots the glass has break (argumens: 1 = glass, 2 = NULL)
	GameEventType_WOOD_BREAK,						// tell bots the wood has break (argumens: 1 = wood, 2 = NULL)
	GameEventType_METAL_BREAK,						// tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL)
	GameEventType_FLESH_BREAK,						// tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL)
	GameEventType_CONCRETE_BREAK,					// tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL)

	GameEventType_BOMB_PLANTED,						// tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL)
	GameEventType_BOMB_DROPPED,						// tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL)
	GameEventType_BOMB_PICKUP,						// let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL)
	GameEventType_BOMB_BEEP,						// let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL)
	GameEventType_BOMB_DEFUSING,					// tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL)
	GameEventType_BOMB_DEFUSE_ABORTED,				// tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL)
	GameEventType_BOMB_DEFUSED,						// tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL)
	GameEventType_BOMB_EXPLODED,					// let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL)

	GameEventType_HOSTAGE_USED,						// tell bots the hostage is used (argumens: 1 = user, 2 = NULL)
	GameEventType_HOSTAGE_RESCUED,					// tell bots the hostage is rescued (argumens: 1 = rescuer (Classes::BasePlayer *), 2 = hostage (Classes::Hostage *))
	GameEventType_ALL_HOSTAGES_RESCUED,				// tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL)

	GameEventType_VIP_ESCAPED,						// tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL)
	GameEventType_VIP_ASSASSINATED,					// tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL)

	GameEventType_TERRORISTS_WIN,					// tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL)
	GameEventType_CTS_WIN,							// tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL)

	GameEventType_ROUND_DRAW,						// tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL)

	GameEventType_ROUND_START = 41u,				// tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL)
	GameEventType_PLAYER_SPAWN,						// tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL)
	GameEventType_ROUND_RESTART = 44u,				// tell bots the round was restarted (argumens: 1 = NULL, 2 = NULL)
	GameEventType_PLAYER_START_OBSERVER = 46u,		// tell bots the player is sart observer (argumens: 1 = observer player, 2 = NULL)
	GameEventType_BUY_MENU_OPEN = 53u,				// tell bots the buy menu is opened (argumens: 1 = NULL, 2 = NULL)

	// Radio commands.... (argumens: 1 = radio command sender, 2 = NULL)
		GameEventType_RADIO_Cover_me = 65u,
		GameEventType_RADIO_You_take_the_point,
		GameEventType_RADIO_Hold_this_position,
		GameEventType_RADIO_Regroup_team,
		GameEventType_RADIO_Follow_me,
		GameEventType_RADIO_Taking_fire,

		GameEventType_RADIO_Go_go_go = 72u,
		GameEventType_RADIO_Team_fall_back,
		GameEventType_RADIO_Stick_together_team,
		GameEventType_RADIO_Get_in_position_and_wait,
		GameEventType_RADIO_Storm_the_front,
		GameEventType_RADIO_Report_in_team,

		GameEventType_RADIO_Affirmative = 79u,
		GameEventType_RADIO_Enemy_spotted,
		GameEventType_RADIO_Need_backup,
		GameEventType_RADIO_Sector_clear,
		GameEventType_RADIO_In_position,
		GameEventType_RADIO_Reporting_in,
		GameEventType_RADIO_Get_out_of_there,
		GameEventType_RADIO_Negative,
		GameEventType_RADIO_Enemy_down,

	GameEventType_GAME_RESET = 89u,					// tell bots the game is reset (argumens: 1 = NULL, 2 = NULL)
	GameEventType_PLAYER_SWITCH_TEAM,				// tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL)
	GameEventType_PLAYER_SHOOT_AT_WALL,				// tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position)
	GameEventType_GAME_COMMENCING,					// tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL)
	GameEventType_PLAYER_SWITCH_WEAPON_ZOOM,		// tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL)
	GameEventType_HOSTAGE_TALKING					// tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL)
};

Last edited by Immortal_BLG; 04-02-2010 at 22:32.
Immortal_BLG is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 04-03-2010 , 06:04   Re: Counter-Strike SDK
Reply With Quote #27

Quote:
Originally Posted by joropito View Post
I need this
Actually it's the same as HLSDK, just checked.

What you need would be probably :

CBasePlayer::Observer_CheckProperties()
CBasePlayer::Observer_CheckTarget()
CBasePlayer::Observer_FindNextPlayer()
CBasePlayer::Observer_HandleButtons()
CBasePlayer::Observer_IsValidTarget()
CBasePlayer::Observer_SetMode()

What do you search ?


Quote:
List of game events for TheBots, TheTutor, ... OnEvent() function
Thanks, I will update the code.
__________________
Arkshine is offline
wrecked_
Veteran Member
Join Date: Jan 2010
Location: New York (GMT-5)
Old 04-03-2010 , 10:45   Re: Counter-Strike SDK
Reply With Quote #28

Fabulous work, Arkshine.
__________________
[ Paid Requests ]
DO NOT PM ME ABOUT BLOCKMAKER
NO PRIVATE SUPPORT
wrecked_ is offline
joropito
AlliedModders Donor
Join Date: Mar 2009
Location: pfnAddToFullPack
Old 04-03-2010 , 11:12   Re: Counter-Strike SDK
Reply With Quote #29

Quote:
Originally Posted by Arkshine View Post
Actually it's the same as HLSDK, just checked.

What you need would be probably :

CBasePlayer::Observer_CheckProperties()
CBasePlayer::Observer_CheckTarget()
CBasePlayer::Observer_FindNextPlayer()
CBasePlayer::Observer_HandleButtons()
CBasePlayer::Observer_IsValidTarget()
CBasePlayer::Observer_SetMode()

What do you search ?
I think I need HandleButtons.

I wonder if Observer stands for spectator player or just hltv.
I need spectator.
__________________

Divide et vinces
approved plugins | steam account

I don't accept PM for support. Just ask on forums.
If you're looking for private work, PM me.
joropito is offline
Send a message via MSN to joropito
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 04-03-2010 , 11:53   Re: Counter-Strike SDK
Reply With Quote #30

Something like :

Code:
void CBasePlayer::Observer_HandleButtons() {     if ( m_flNextObserverInput <= gpGlobals->time )     {         int mode;                 if ( m_afButtonPressed & IN_JUMP )         {             switch ( pev->iuser1 )             {                 case 1, 2 : mode = 4;                 case 3    : mode = 5;                 case 4    : mode = 3;                 case 5    : mode = 6;                 default   : mode = m_fObserverAutoDirector ? 1 : 2;             }                       Observer_SetMode( mode );         }                 if ( m_afButtonPressed & IN_ATTACK )         {             Observer_FindNextPlayer( 0, 0 );         }           else if ( m_afButtonPressed & IN_ATTACK2 )         {             Observer_FindNextPlayer( 1, 0 );         }                 m_flNextObserverInput = gpGlobals->time + 0.2;     } }

I don't know how to name the offsets. You ask now you have to give names.
__________________

Last edited by Arkshine; 04-04-2010 at 06:32.
Arkshine is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 00:17.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode