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[L4D2] Hooking GameRulesProxy


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V10
Senior Member
Join Date: Jan 2010
Location: Russia
Old 07-14-2013 , 05:26   [L4D2] Hooking GameRulesProxy
Reply With Quote #1

Hi.
I write new extension for sourcemod 1.5 and L4D2.
I need hook GameRulesProxy method or something for can make different versions of some offsets in GameRules for all single players in server. GameRules edict have flags for always transmit.

Example:
We have a table:
Table: m_iScriptedHUDInts (offset 1164) (type m_iScriptedHUDInts)
Member: 000 (offset 0) (type integer) (bits 16)
Member: 001 (offset 4) (type integer) (bits 16)
Member: 002 (offset (type integer) (bits 16)
Member: 003 (offset 12) (type integer) (bits 16)
Member: 004 (offset 16) (type integer) (bits 16)
Member: 005 (offset 20) (type integer) (bits 16)
Member: 006 (offset 24) (type integer) (bits 16)
Member: 007 (offset 2 (type integer) (bits 16)
Member: 008 (offset 32) (type integer) (bits 16)
Member: 009 (offset 36) (type integer) (bits 16)
Member: 010 (offset 40) (type integer) (bits 16)
Member: 011 (offset 44) (type integer) (bits 16)
Member: 012 (offset 4 (type integer) (bits 16)
Member: 013 (offset 52) (type integer) (bits 16)
Member: 014 (offset 56) (type integer) (bits 16)

Need make different m_iScriptedHUDInts[0] for all players in server.
1 for player with index 1, 2 for index 2, etc.
How to implement it?

Really need to hook all offsets from 1164 to 1800, and make it all diferent for all players
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Sry for my english.
I good speak on russian =)

Last edited by V10; 07-14-2013 at 05:37.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-14-2013 , 07:51   Re: [L4D2] Hooking GameRulesProxy
Reply With Quote #2

You can't transmit differing sendtables to individual clients without lots of pain, the engine packs the diffs together before transmitting, it's also computed on a separate thread.
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