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Module: Orpheu (v2.6.3)


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fezh
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Old 07-03-2010 , 20:44   Re: Module: Orpheu2.3a
Reply With Quote #511

Orpheu was made for Linux in first instance. What you did do wrong is that you installed the source of the module instead of its binaries.
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ConnorMcLeod
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Old 07-04-2010 , 05:33   Re: Module: Orpheu2.3a
Reply With Quote #512

Quote:
Originally Posted by Alucard^ View Post
Connor, what you mean with just-coming player?
As kreation said, i mean when a player join a team and select a team, it's easier with orpheu because FCanRespawn is called at this time.
Deaths are easy to catch without orpheu.
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ot_207
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Old 07-09-2010 , 19:14   Re: Module: Orpheu2.3a
Reply With Quote #513

I am starting to get the hang of this module.

Can someone give me the decompiled version of the function:
PHP Code:
void UTIL_EmitAmbientSound 
I need to see something in it.
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Arkshine
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Old 07-10-2010 , 05:28   Re: Module: Orpheu2.3a
Reply With Quote #514

For such generic functions, you can be sure that it's the same in the HLSDK:

Code:
void UTIL_EmitAmbientSound( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch ) {     float rgfl[3];     vecOrigin.CopyToArray(rgfl);     if (samp && *samp == '!')     {         char name[32];         if (SENTENCEG_Lookup(samp, name) >= 0)             EMIT_AMBIENT_SOUND(entity, rgfl, name, vol, attenuation, fFlags, pitch);     }     else         EMIT_AMBIENT_SOUND(entity, rgfl, samp, vol, attenuation, fFlags, pitch); }
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ot_207
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Old 07-10-2010 , 06:47   Re: Module: Orpheu2.3a
Reply With Quote #515

Quote:
Originally Posted by Arkshine View Post
For such generic functions, you can be sure that it's the same in the HLSDK:

Code:
void UTIL_EmitAmbientSound( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch ) {     float rgfl[3];     vecOrigin.CopyToArray(rgfl);     if (samp && *samp == '!')     {         char name[32];         if (SENTENCEG_Lookup(samp, name) >= 0)             EMIT_AMBIENT_SOUND(entity, rgfl, name, vol, attenuation, fFlags, pitch);     }     else         EMIT_AMBIENT_SOUND(entity, rgfl, samp, vol, attenuation, fFlags, pitch); }
Thanks but it does not help. Going further.
What is the decompiled version of the function EMIT_AMBIENT_SOUND.
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Arkshine
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Old 07-10-2010 , 06:58   Re: Module: Orpheu2.3a
Reply With Quote #516

Code:
#define EMIT_AMBIENT_SOUND	(*g_engfuncs.pfnEmitAmbientSound)
I don't where is the content of this engine function, if it's in the engine library, it could be SV_StartSound() called from PF_Sound(), which calls SV_BuildSoundMsg() and SV_Multicast().
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Last edited by Arkshine; 07-10-2010 at 07:03.
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ot_207
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Old 07-10-2010 , 07:59   Re: Module: Orpheu2.3a
Reply With Quote #517

Quote:
Originally Posted by Arkshine View Post
Code:
#define EMIT_AMBIENT_SOUND	(*g_engfuncs.pfnEmitAmbientSound)
I don't where is the content of this engine function, if it's in the engine library, it could be SV_StartSound() called from PF_Sound(), which calls SV_BuildSoundMsg() and SV_Multicast().
Ok, that offers some info, can you post the code from every function please?
Thanks a lot!
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joropito
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Old 07-10-2010 , 17:35   Re: Module: Orpheu2.3a
Reply With Quote #518

Quote:
Originally Posted by Arkshine View Post
Code:
#define EMIT_AMBIENT_SOUND	(*g_engfuncs.pfnEmitAmbientSound)
I don't where is the content of this engine function, if it's in the engine library, it could be SV_StartSound() called from PF_Sound(), which calls SV_BuildSoundMsg() and SV_Multicast().
I think it's PF_ambientsound_I inside engine binary but I'm not sure.
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joaquimandrade
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Old 07-10-2010 , 19:21   Re: Module: Orpheu2.3a
Reply With Quote #519

Quote:
Originally Posted by joropito View Post
I think it's PF_ambientsound_I inside engine binary but I'm not sure.
Yes it is. Like all engine functions
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Arkshine
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Old 07-10-2010 , 19:55   Re: Module: Orpheu2.3a
Reply With Quote #520

I have noticed too, but I was not sure because the content send a SVC_SPAWNSTATICSOUND message. I thought it was for others things.
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Last edited by Arkshine; 07-11-2010 at 05:17.
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