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Anyone knows how painshock works actually ?


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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-14-2017 , 11:13   Re: Anyone knows how painshock works actually ?
Reply With Quote #11

What do you mean by "to not have to define them in every plugin"?

Did not you see you have an API available to use the offset from gamedata? See https://github.com/alliedmodders/amx...emeta.inc#L560
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 10-14-2017 , 11:24   Re: Anyone knows how painshock works actually ?
Reply With Quote #12

Quote:
Originally Posted by Depresie View Post
I was thinking about an include file with them defined as stock constants, to not have to define them in every plugin
That's exactly what gamedata is for.
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Last edited by HamletEagle; 10-14-2017 at 11:24.
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Depresie
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Join Date: Nov 2013
Old 10-14-2017 , 11:49   Re: Anyone knows how painshock works actually ?
Reply With Quote #13

No, i didn't know, that's great
I feel sorry for the guy who has to write the documentation for the new amxx with so many changes done lol
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Last edited by Depresie; 10-14-2017 at 11:53.
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Fr33m@n
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Join Date: May 2008
Location: France Marne
Old 10-18-2017 , 07:34   Re: Anyone knows how painshock works actually ?
Reply With Quote #14

With the new API, you don't have to bother with diffs, everything is well documented and so handy.

The main problem i found is when i read a custom plugin where someone wrote a crappy offset name, i have an hard time converting it to the new API form. I often need ConnorMcLeod offset list to guess it. And it's only for cs. With half-life, it's much more a pain in the ass.
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Arkshine
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Join Date: Oct 2005
Old 10-18-2017 , 08:25   Re: Anyone knows how painshock works actually ?
Reply With Quote #15

It can't be helped, the data on GitHub is directly from a dump of the game binary. It uses the real name. But it's easy to figure out from the offset anyway.
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