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Detecting Netprops/Datamaps Change?


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Scag
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Old 06-07-2018 , 23:00   Detecting Netprops/Datamaps Change?
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Pretty much the title, anything else other than using something crappy like OnGameFrame or SDKHook_Think(s)?

EDIT:
Before I slap the [Solved] tag on this, is CServerNetworkProperty::NetworkStateChanged the right thing to use?
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Last edited by Scag; 06-08-2018 at 00:29.
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pride95
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Old 06-08-2018 , 14:45   Re: Detecting Netprops/Datamaps Change?
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Quote:
Originally Posted by Ragenewb View Post
Before I slap the [Solved] tag on this, is CServerNetworkProperty::NetworkStateChanged the right thing to use?
this must be used into an extension. try it, we don't know if it's working, normally it should.
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MasterMind420
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Old 06-08-2018 , 19:55   Re: Detecting Netprops/Datamaps Change?
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In my opinion rather than adding an extension, i'd just use ongameframe with a frameskip. That way you can control how often its being checked rather than on every game frame. Don't underestimate the use of ongameframe and checking things its not as crappy as you think. Alternatively a repeating timer would work too, i prefer ongameframe to a repeating timer for something like this. Also checking netprops and datamaps has an absolute minimal impact on performance if any...granted your not checking 50 at once..

Last edited by MasterMind420; 06-08-2018 at 19:58.
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Scag
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Old 06-09-2018 , 18:45   Re: Detecting Netprops/Datamaps Change?
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I don't even think that I'd have to use an extension. Could probs use DHook Detours. Now to just figure out the signature...
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MasterMind420
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Old 06-10-2018 , 09:33   Re: Detecting Netprops/Datamaps Change?
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Originally Posted by Ragenewb View Post
I don't even think that I'd have to use an extension. Could probs use DHook Detours. Now to just figure out the signature...
That would require dhooks extension, also your over complicating this using signatures. The simplest most effective method would be using ongameframe with a frameskip or a repeating timer...when are you trying to check the changes, at any time or specifically during certain situations?
Also why do you think using ongameframe or sdkthink is crappy?

Last edited by MasterMind420; 06-10-2018 at 09:36.
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psychonic

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Old 06-10-2018 , 12:02   Re: Detecting Netprops/Datamaps Change?
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The SendProxy extension would also catch sendprop changes. But your only option for props in the datadesc is still checking manually.
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Scag
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Old 06-10-2018 , 12:12   Re: Detecting Netprops/Datamaps Change?
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I’m just running through a bunch of map edicts (func_door, func_breakable, func_button, etc) and detecting when they become locked/unlocked. I’m not saying that using OnGameFrame would be bad, it’s just that now I’m more into this as a learning process than anything.

I’ll give the SendProxy extension a whack while I’m at it.
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Last edited by Scag; 06-10-2018 at 12:13.
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MasterMind420
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Old 06-10-2018 , 13:33   Re: Detecting Netprops/Datamaps Change?
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Quote:
Originally Posted by Ragenewb View Post
I知 just running through a bunch of map edicts (func_door, func_breakable, func_button, etc) and detecting when they become locked/unlocked. I知 not saying that using OnGameFrame would be bad, it痴 just that now I知 more into this as a learning process than anything.

I値l give the SendProxy extension a whack while I知 at it.
what game is this for?
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Scag
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Old 06-10-2018 , 16:30   Re: Detecting Netprops/Datamaps Change?
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Quote:
Originally Posted by MasterMind420 View Post
what game is this for?

TF2, also ignore func_breakable idk why I said that. But after looking at the SendProxy extension, it just runs through an array of hooked entities per frame. Replicatable through a plugin because I知 looking for only 1 netprop change. So I値l go with frame checks instead. Cheers
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Neuro Toxin
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Old 06-10-2018 , 20:04   Re: Detecting Netprops/Datamaps Change?
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Quote:
Originally Posted by Ragenewb View Post
I知 just running through a bunch of map edicts (func_door, func_breakable, func_button, etc) and detecting when they become locked/unlocked. I知 not saying that using OnGameFrame would be bad, it痴 just that now I知 more into this as a learning process than anything.

I値l give the SendProxy extension a whack while I知 at it.
These map entities trigger outputs for such which you can listen for.
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