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Orpheu: Engine PM Functions


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Lt.RAT
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Join Date: Sep 2008
Location: Russia Yekaterinburg
Old 05-07-2010 , 13:16   Re: Orpheu: Engine PM Functions
Reply With Quote #11

Need to block any player "key" movement, but save movetype_walk, did test plugin, and wonder why it`s not working

PHP Code:
#include <amxmodx> 
#include <fakemeta> 

#include <orpheu> 
#include <orpheu_memory> 
#include <orpheu_advanced> 

public plugin_init() 

    
register_plugin("cmd_test""0.1""Lt.RAT"
     
    
OrpheuRegisterHook(OrpheuGetFunction("PM_Move"),"OnPM_move"); 


public 
OnPM_move(move,server

//    new id = OrpheuGetParamStructMember( 1 , "player_index" ) + 1; 

    
new OrpheuStruct:cmd OrpheuStruct:OrpheuGetParamStructMember"cmd" ); 

    
//set_uc(_:cmd, UC_Msec, 2); //working (like plugin slow-mo) 

    
static Float:d0,Float:d1,Float:d2
    
d0 OrpheuGetStructMember(cmd"forwardmove"); //ret correct value 
    
d1 OrpheuGetStructMember(cmd"sidemove"); //ret correct value 
    
d2 OrpheuGetStructMember(cmd"upmove"); //ret correct value 

    
set_uc(_:cmdUC_ForwardMove0); //not working 
    
set_uc(_:cmdUC_SideMove0); //not working 
    
set_uc(_:cmdUC_UpMove0); //not working 

    
OrpheuSetStructMember(cmd"forwardmove"0); //not working 
    
OrpheuSetStructMember(cmd"sidemove"0); //not working 
    
OrpheuSetStructMember(cmd"upmove"0); //not working 
    
OrpheuSetStructMember(cmd"buttons"0); //not working 

"not working" means no effect in PM_Move and other PM_ functions (you can run in any direction you want).

ADD:
Right, it works Something happened and before full server restart it wont work

Shooting and punchangle calculated with cmd from DLLFunc_CmdStart as i know.

Last edited by Lt.RAT; 05-07-2010 at 16:34.
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Arkshine
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Join Date: Oct 2005
Old 05-07-2010 , 13:43   Re: Orpheu: Engine PM Functions
Reply With Quote #12

It works for me ( I can not move at all ) except shooting which is not blocked.
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Last edited by Arkshine; 05-07-2010 at 16:00.
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Lt.RAT
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Location: Russia Yekaterinburg
Old 05-09-2010 , 11:52   Re: Orpheu: Engine PM Functions
Reply With Quote #13

Wrote signatures for some functions.

Hook of PM_Init, PM_CreateStuckTable and PM_InitTextureTypes not possible coz Orpheu loads after their work.

Tested signatures with several libraries.
For
Code:
PM_WaterMove
PM_ClipVelocity
PM_FlyMove
there is no way to create universal signatures (from start of functions)

All checks passed:
Code:
PM_CatagorizeTextureType
PM_CheckFalling
PM_CheckParamters
PM_CheckStuck
PM_CheckVelocity
PM_CheckWater
PM_CheckWaterJump
PM_ClipVelocity
PM_CreateStuckTable
PM_Duck
PM_FindTextureType
PM_Init
PM_InitTextureTypes
PM_Jump
PM_Ladder
PM_LadderMove
PM_Move
PM_Physics_Toss
PM_PlayerMove
PM_PlayStepSound
PM_ReduceTimers
PM_WalkMove
Good only for latest server build (maybe better to use offsets instead of them in this case)
Code:
PM_AirAccelerate
PM_AirMove
PM_CatagorizePosition
PM_FlyMove
PM_Friction
PM_SpectatorMove
PM_UpdateStepSound
PM_WaterMove
Attached Files
File Type: zip Orpheu_pm_shared.zip (10.8 KB, 884 views)

Last edited by Lt.RAT; 05-09-2010 at 12:01.
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Old 05-10-2010, 10:24
lazarev
This message has been deleted by lazarev. Reason: Checked the link :/
lazarev
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Old 05-11-2010 , 09:01   Re: Orpheu: Engine PM Functions
Reply With Quote #14

Can someone make a sig for PM_DropPunchAngle?
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Arkshine
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Join Date: Oct 2005
Old 05-11-2010 , 09:27   Re: Orpheu: Engine PM Functions
Reply With Quote #15

You can't hook it for 2 reasons :

- It's integrated into PM_CheckParamters()
- I guess vec3_t can't be used with orpheu.
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lazarev
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Old 05-11-2010 , 10:00   Re: Orpheu: Engine PM Functions
Reply With Quote #16

vec3_t = Float:Vec[3];

I checked PM_AiraAccelerate sig, it has
Code:
"type" : "Vector *",
"info" : "wishdir"
wishdir is vec3_t.

Last edited by lazarev; 05-11-2010 at 10:05.
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Arkshine
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Old 05-11-2010 , 10:03   Re: Orpheu: Engine PM Functions
Reply With Quote #17

I know and ?
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Lt.RAT
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Old 05-11-2010 , 15:30   Re: Orpheu: Engine PM Functions
Reply With Quote #18

Yeah, i`ve confronted with vec3_t problem when tried to write signature.
vec3_t is vec_t[3] and vec_t is float.
I`ve tried and tested Vector instead of vec3_t and found that it works. And used in that declaration Vector instead of vec3_t.

Quote:
Originally Posted by lazarev View Post
Can someone make a sig for PM_DropPunchAngle?
Quote:
Originally Posted by Arkshine View Post
You can't hook it:
- It's integrated into PM_CheckParamters()
The only one thing we can do - emulate code of function.


I have a question: How to use pmove->PM_PlayerTrace and all other funcs in playermove_t?

Last edited by Lt.RAT; 05-11-2010 at 15:40.
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joropito
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Old 05-11-2010 , 15:39   Re: Orpheu: Engine PM Functions
Reply With Quote #19

Can't vec3_t be read as a chunk of bytes and convert to float vectors with pawn?
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Lt.RAT
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Old 05-11-2010 , 15:51   Re: Orpheu: Engine PM Functions
Reply With Quote #20

Quote:
Originally Posted by joropito View Post
Can't vec3_t be read as a chunk of bytes and convert to float vectors with pawn?
Vectors in pawn chunk of bytes too But it`s ok in code, but what about function arguments ?
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