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Full temp ent system from a plugin


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vancelorgin
Senior Member
Join Date: Dec 2004
Location: san frandisco
Old 12-23-2004 , 20:22   Full temp ent system from a plugin
Reply With Quote #1

**Windows only** for the time being

Perliminary crap
Code:
typedef unsigned long DWORD;
#define PVFN( classptr , offset ) ((*(DWORD*) classptr ) + offset)
#define VFN( classptr , offset ) *(DWORD*)PVFN( classptr , offset )
#include "beam_flags.h"
The global
Code:
ITempEntsSystem* te = NULL;
In your init
Code:
te = **(ITempEntsSystem***)(VFN(effects, 0x0C) + (0x22285E6E - 0x22285E00));
This assumes your IEFFECTS_INTERFACE_VERSION interface is named 'effects'. Feel free to add some null checking, though this can't really fail. I'm pretty sure this works just the same on CS:S, but my plugin's pretty rooted in hl2dm atm. A cool test:

Code:
	CNewRecipientFilter f;
	
	f.AddAllPlayers();
	
	CBaseEntity* e = pEntity->GetUnknown()->GetBaseEntity();
	
	int idx = engine->PrecacheModel("sprites/lgtning.vmt", true); // .net is gay - gg not saving ebx

	te->BeamRingPoint(f,
		0,
		e->GetAbsOrigin(),
		10,	//start radius
		2048,		//end radius
		idx, //texture
		idx,			//halo index
		0,			//start frame
		1,			//framerate
		5.0f,		//life
		255,			//width
		5,			//spread
		5,			//amplitude
		5,	//r
		45,	//g
		225,	//b
		32,		//a
		0,		//speed
		FBEAM_FADEOUT
		);
How's this work? It reads a const from effects->Sparks. The const? te, of course.
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BeetleFart
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Join Date: Apr 2004
Old 05-04-2005 , 06:33   Re: Full temp ent system from a plugin
Reply With Quote #2

Is there a Linux version for this?
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imported_SirTiger
Junior Member
Join Date: Oct 2004
Old 05-04-2005 , 07:21  
Reply With Quote #3

Very nice. It's like the things that were possible with the "te" exploit right?
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BeetleFart
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Join Date: Apr 2004
Old 05-04-2005 , 08:40  
Reply With Quote #4

Quote:
Originally Posted by SirTiger
Very nice. It's like the things that were possible with the "te" exploit right?
its a means to expose ITempEntsSystem which allows for many more effects
than the efffects interface that valve provided.
(which has the tempents that were used for that exploit).
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vancelorgin
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Join Date: Dec 2004
Location: san frandisco
Old 05-05-2005 , 20:13  
Reply With Quote #5

linux version isn't needed
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BeetleFart
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Join Date: Apr 2004
Old 05-05-2005 , 20:43  
Reply With Quote #6

Quote:
Originally Posted by vancelorgin
linux version isn't needed
I dont have linux..and I cant test on it..
I would assume for linux then..that they can just add the the te.cpp
and define out the
te = **(ITempEntsSystem***)(VFN(effects, 0x0C) + (0x22285E6E - 0x22285E00)); (and definition)
and assume the ITempEntsSystem *te = &g_TESystem;
is executed in te.cpp?

sorry for dumb questions..but I have no exposure to Linux at all.
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drivingmenuts
New Member
Join Date: Sep 2005
Old 09-06-2005 , 20:13  
Reply With Quote #7

Hi, I'm sorry to bump this post but I was hoping you could give a brief explanation of what's needed to achieve this in linux.

edit: nm, done it. was easier than i thought it would be
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 09-27-2005 , 11:02  
Reply With Quote #8

drivingmenuts > Could you pls tell us how ?
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band325
Junior Member
Join Date: Oct 2005
Old 11-05-2005 , 04:24   Warning
Reply With Quote #9

Here's my two cents worth, i think that you are being scammed just be carful mate ;-)
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BeetleFart
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Join Date: Apr 2004
Old 12-02-2005 , 08:34  
Reply With Quote #10

Anyone know what the new values are for this since last nites update?
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