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-   -   Module: Orpheu (v2.6.3) (https://forums.alliedmods.net/showthread.php?t=116393)

CryWolf 03-09-2021 01:25

Re: Module: Orpheu (v2.6.3)
 
Quote:

Originally Posted by loiraolhosazul (Post 2739610)
got it, is there a tutorial here on how to find these signatures?

oh, my it's posted above :-j
Quote:

Originally Posted by Neeeeeeeeeel.- (Post 2628145)
The signature of bytes is probably outdated. You can update it following this tutorial


mrnv 09-20-2022 18:35

Re: Module: Orpheu (v2.6.3)
 
hey im having troubles with this on my hl1 server (latest official hlds from steamcmd, windows). when i enable orpheu in modules.ini the server just crashes and no log is made. also crashes without any plugins that use it
does orpheu work on hl1 servers, or it works only on cs 1.6?

edit: on linux it just segfaults

CryWolf 09-21-2022 18:14

Re: Module: Orpheu (v2.6.3)
 
Quote:

Originally Posted by mrnv (Post 2789283)
hey im having troubles with this on my hl1 server (latest official hlds from steamcmd, windows). when i enable orpheu in modules.ini the server just crashes and no log is made. also crashes without any plugins that use it
does orpheu work on hl1 servers, or it works only on cs 1.6?

edit: on linux it just segfaults

https://github.com/Arkshine/Orpheu/releases
This works for me on cstrike

Be sure you're not using reHLDS , because it doesn't work on reHLDS.

mrnv 09-22-2022 12:57

Re: Module: Orpheu (v2.6.3)
 
Quote:

Originally Posted by CryWolf (Post 2789352)
https://github.com/Arkshine/Orpheu/releases
This works for me on cstrike

Be sure you're not using reHLDS , because it doesn't work on reHLDS.

yes i am using normal hlds from steamcmd and i am using the "compatibility release" from github
i tested orpheu with tfc, dod and cs 1.6, and sure thing orpheu works just fine on them, so orpheu doesnt work only on half-life 1 (all mods were tested without plugins). at this point im just going to patch hl.so directly with ida

DruGzOG 09-22-2022 13:37

Re: Module: Orpheu (v2.6.3)
 
Quote:

Originally Posted by CryWolf (Post 2789352)
https://github.com/Arkshine/Orpheu/releases
This works for me on cstrike

Be sure you're not using reHLDS , because it doesn't work on reHLDS.

That's not true.

manubr 10-12-2022 09:13

Re: Module: Orpheu (v2.6.3)
 
Awesome post !!! Thanks for sharing it.

WaLkMaN 03-30-2023 12:55

Re: Module: Orpheu2.3
 
Quote:

Originally Posted by Arkshine (Post 1126226)
Code:
    #include <amxmodx>     #include <orpheu>     new Msg[ 100 ];     public plugin_precache()     {         register_srvcmd( "catch", "catch" );     }         public catch()     {         new OrpheuHook:handlePrintf = OrpheuRegisterHook( OrpheuGetFunction( "Con_Printf" ), "Con_Printf" );                 server_cmd( "stats" );         server_exec();                 OrpheuUnregisterHook( handlePrintf );         const tokensN  = 7;         const tokenLen = 19;                 static tokens[ tokensN ][ tokenLen + 1 ];         for ( new i = 0; i < tokensN; i++ )         {             trim( Msg );             strtok( Msg, tokens[ i ], tokenLen, Msg, charsmax( Msg ), ' ' );         }         new Float:cpu = str_to_float( tokens[ 0 ] );         new Float:in  = str_to_float( tokens[ 1 ] );         new Float:out = str_to_float( tokens[ 2 ] );         new uptime    = str_to_num  ( tokens[ 3 ] );         new users     = str_to_num  ( tokens[ 4 ] );         new Float:fps = str_to_float( tokens[ 5 ] );         new players   = str_to_num  ( tokens[ 6 ] );         server_print( "CPU[%f] IN[%f] OUT[%f] UPTIME[%d] USERS[%d] FPS[%f] PLAYERS[%d]", cpu, in, out, uptime, users, fps, players );     }     public OrpheuHookReturn:Con_Printf( const a[], const message[] )     {         copy( Msg,charsmax( Msg ), message );         return OrpheuSupercede;     }

ReAPI version:

Code:
#include <amxmodx> #include <reapi> static Msg[ 100 ]; static HookChain:g_handlePrintf; public plugin_precache() {     DisableHookChain( g_handlePrintf = RegisterHookChain( RH_Con_Printf, "Con_Printf_Pre" ) );     register_srvcmd( "catch", "catch" ); }     public catch() {     EnableHookChain( g_handlePrintf );         server_cmd( "stats" );     server_exec();         DisableHookChain( g_handlePrintf );     const tokensN  = 14;     const tokenLen = 19;         static tokens[ tokensN ][ tokenLen + 1 ];     for ( new i = 0; i < tokensN; i++ )     {         trim( Msg );         strtok( Msg, tokens[ i ], tokenLen, Msg, charsmax( Msg ), ' ' );     }     new Float:cpu = str_to_float( tokens[ 7 ] );     new Float:in  = str_to_float( tokens[ 8 ] );     new Float:out = str_to_float( tokens[ 9 ] );     new uptime    = str_to_num  ( tokens[ 10 ] );     new users     = str_to_num  ( tokens[ 11 ] );     new Float:fps = str_to_float( tokens[ 12 ] );     new players   = str_to_num  ( tokens[ 13 ] );     server_print( "CPU[%f] IN[%f] OUT[%f] UPTIME[%d] USERS[%d] FPS[%f] PLAYERS[%d]", cpu, in, out, uptime, users, fps, players ); } public Con_Printf_Pre( const message[] ) {     copy( Msg, charsmax( Msg ), message );     return HC_SUPERCEDE; }

WaLkMaN 05-06-2023 06:01

Re: Module: Orpheu2.3a
 
1 Attachment(s)
Quote:

Originally Posted by hjkwe654 (Post 1271462)
Is have a way to block each round start money?

Quote:

Originally Posted by Arkshine (Post 1271489)
After reviewing the code, try do the following :
  • Hook CHalfLifeMultiplay::RestartRound() as pre and post ;
  • In the function RestartRound() as pre, Hook and register CBasePlayer::AddAccount() as pre ;
  • In the function AddAccount(), supercede ;
  • In the function RestartRound() as post, unregister the AddAccount() forward.

With ReAPI:

Code:
#include <amxmodx> #include <reapi> new HookChain:handleHookAddAccount; public plugin_init() {     register_plugin( "Block Round Start Money", "1.0.0", "Arkshine" );     RegisterHookChain( RG_CSGameRules_RestartRound, "OnRestartRound_Pre", false );     RegisterHookChain( RG_CSGameRules_RestartRound, "OnRestartRound_Post", true ); } public OnRestartRound_Pre() {     handleHookAddAccount = RegisterHookChain( RG_CBasePlayer_AddAccount, "OnAddAccount", false ); } public OnAddAccount( const this, amount, RewardType:type, bool:bTrackChange ) {     return HC_SUPERCEDE; } public OnRestartRound_Post() {     DisableHookChain( handleHookAddAccount ); }

rvIceBreaker 11-28-2023 10:04

Re: Module: Orpheu (v2.6.3)
 
Quote:

Originally Posted by mrnv (Post 2789283)
hey im having troubles with this on my hl1 server ...

edit: on linux it just segfaults

Having this issue too.
  • HLDS v1.1.2.2 (build 9891) running HL1/valve
  • AMXX 1.9.0
  • metamod 1.21.1
  • orpheu 2.6.3 compat. (from github)

I'm running other plugins but Orpheu being present causes an immediate segfault.

Am I missing something? Does anyone have any ideas for a fix?

I'm a bit new to this and some of these plugins are very confusing...

Edit: I think this is being caused by a plugin looking for an invalid signature/pattern but I can't really test it yet...


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