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Posts Made By:
Lt.RAT
Forum:
Code Snippets/Tutorials
06-09-2012, 13:49
Replies:
6
[TUT] Class Specifiers (new static stock public const)
Views:
10,823
Posted By
Lt.RAT
Re: [TUT] Class Specifiers (new static stock public const)
Partially true.
AMX file contain .DATA section to store values for constants and global variables. This section filled at compile time (Thats why we cant initialize static and constant variables...
Forum:
Code Snippets/Tutorials
05-06-2012, 12:10
Replies:
12
[STOCK] NumberToMonth
Views:
6,583
Posted By
Lt.RAT
Re: [STOCK] NumberToMonth
#define NumberToMonth(%1) MonthName[%1]
stock const MonthName[13][] =
{
"None",
"January",
"February",
"March",
"April",
"May",
"June",
Forum:
General
12-14-2011, 15:15
Replies:
396
Lysis: An experimental .smx decompiler
Views:
292,434
Posted By
Lt.RAT
Re: Lysis: An experimental .smx decompiler
ofc easier...
restart of server... compilation error :D
where that error... ohh why console scrolls so fast...
Forum:
Code Snippets/Tutorials
11-16-2011, 09:00
Replies:
342
Notepad++ AlliedModders Edition (unsupported for now)
Views:
178,000
Posted By
Lt.RAT
Re: Notepad++ AlliedMods Edition
I still waiting for Colorer (http://colorer.sourceforge.net/) in Notepad++
But this one not bad too.
Wrong parsing of:
replace_all(str, strln, "\", ""); after \ symbol.
Forum:
Approved Plugins
11-07-2011, 14:58
Replies:
217
Ping Faker 1.5
Views:
363,881
Posted By
Lt.RAT
Re: Ping Faker
I know how to parse all svc_ messages, and ofc added some to wiki.
But i can`t understand how works fix_fake_pings.
register_event("DeathMsg", "fix_fake_pings", "a")
register_event("TeamInfo",...
Forum:
General
11-05-2011, 15:08
Replies:
396
Lysis: An experimental .smx decompiler
Views:
292,434
Posted By
Lt.RAT
Re: Lysis: An experimental .smx decompiler
Then add whole source code in smx file, hash it etc. But also breakable :(
But it`s still simpler then writing decompiler, which could be avoided by ways in my deleted post.
Sometimes better to...
Forum:
Approved Plugins
02-06-2011, 15:36
Replies:
217
Ping Faker 1.5
Views:
363,881
Posted By
Lt.RAT
Re: Ping Faker
And now, it`s available here: http://wiki.amxmodx.org/Half-Life_1_Engine_Messages#SVC_PINGS
Forum:
Code Snippets/Tutorials
02-05-2011, 09:11
Replies:
232
[INC] Director Hud Message
Views:
251,659
Posted By
Lt.RAT
Re: [INC] Director Hud Message
new buffer[ 128 ];
vformat( buffer, charsmax( buffer ), message, 3 );
Who wants to change it with "static?" and buffer = '^0'; ?
Forum:
Code Snippets/Tutorials
02-04-2011, 18:20
Replies:
232
[INC] Director Hud Message
Views:
251,659
Posted By
Lt.RAT
Re: [STOCK] Director Hud Message
#define write_float(%0) ( write_byte( ( _:%0 & 0xFF ) ), \
write_byte( ( _:%0 >> 8 ) & 0xFF ), \
write_byte( ( _:%0...
Forum:
Unapproved/Old Plugins
10-26-2010, 12:57
Replies:
603
uq_jumpstats v2.42
Views:
965,090
Posted By
Lt.RAT
Re: uq_jumpstats
Because calculation in kz_ljs_xm - bugged :)
:3
Forum:
Unapproved/Old Plugins
10-26-2010, 11:01
Replies:
603
uq_jumpstats v2.42
Views:
965,090
Posted By
Lt.RAT
Re: uq_jumpstats
Some people asked me to test distance calculation. And i did it.
So, i have some questions:
Test - linear jump with 0.0 angle and 250 constant speed.
Without duck in the lj jump:
Distance 199.5...
Forum:
Code Snippets/Tutorials
10-07-2010, 14:45
Replies:
100
[TUT] Bits, Bit-fields, and Bit-wise Operators
Views:
76,394
Posted By
Lt.RAT
Re: [TUT] Bits, Bit-fields, and Bit-wise Operators
a1 >> a2 - arithmetic shift to the right of a1 by a2 bits;
a1 >>> a2 - logical shift to the right of a1 by a2 bits;
and
a1 << a2 - a1 shifted to the left by a2 bits; No distinction between
an...
Forum:
Code Snippets/Tutorials
09-23-2010, 16:59
Replies:
63
[CODE] [ORPHEU] How to hook when player use +voicerecord
Views:
37,753
Posted By
Lt.RAT
Re: [CODE] [ORPHEU] How to hook when player use +voicerecord
really not.
server sends to client message with codec and quality, for example:
Packet: svc_voiceinit (0x34)
Name: voice_miles
Quality: 3
and we can choose by:
sv_voicecodec...
Forum:
Code Snippets/Tutorials
09-23-2010, 08:13
Replies:
76
[NATIVE] Player AirAccelerate
Views:
49,712
Posted By
Lt.RAT
Re: [NATIVE] Player AirAccelerate
Same thing for all functions in pm_pack from first post. But its easy to change with it (http://forums.alliedmods.net/showpost.php?p=1175576&postcount=13).
ps nea era for kreedz cheaters :(
I...
Forum:
Approved Plugins
06-10-2010, 02:50
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
1,003,828
Posted By
Lt.RAT
Re: JumpStats v1.7.3 (unfinished!)
it`s not good, if plugin shows us that our PRESTRAFE speed 300+, but real prestrafe have other values
If we want to show old value - it`s ok, but we cant call it "prestrafe" after it.
Yes, it`s...
Forum:
Code Snippets/Tutorials
05-16-2010, 14:50
Replies:
39
Orpheu: Engine PM Functions
Views:
30,831
Posted By
Lt.RAT
Re: Orpheu: Engine PM Functions
yes, All PM_ functions related to engine should be called while we in "PM_Move" and all player specific structure was set.
As i understand pmove - structure - for all players, but before "pm_move"...
Forum:
Code Snippets/Tutorials
05-11-2010, 16:20
Replies:
39
Orpheu: Engine PM Functions
Views:
30,831
Posted By
Lt.RAT
Re: Orpheu: Engine PM Functions
And not only arguments. For structs better to have fakemeta style (like in pev)
while getting struct member we provide string
maxspeed = Float:OrpheuGetParamStructMember( 1, "clientmaxspeed");
...
Forum:
Code Snippets/Tutorials
05-11-2010, 15:51
Replies:
39
Orpheu: Engine PM Functions
Views:
30,831
Posted By
Lt.RAT
Re: Orpheu: Engine PM Functions
Vectors in pawn chunk of bytes too :) But it`s ok in code, but what about function arguments ?
Forum:
Code Snippets/Tutorials
05-11-2010, 15:30
Replies:
39
Orpheu: Engine PM Functions
Views:
30,831
Posted By
Lt.RAT
Re: Orpheu: Engine PM Functions
Yeah, i`ve confronted with vec3_t problem when tried to write signature.
vec3_t is vec_t[3] and vec_t is float.
I`ve tried and tested Vector instead of vec3_t and found that it works. And used in...
Forum:
Code Snippets/Tutorials
05-11-2010, 15:23
Replies:
88
Orpheu: Patching strings in memory
Views:
58,355
Posted By
Lt.RAT
Re: Orpheu: Patching strings in memory
Very strange. At connect server sends to client
svc_serverinfo
svc_sendextrainfo
svc_deltadescription (each delta in his own svc_deltadescription)
svc_newmovevars
svc_cdtrack
Packet:...
Forum:
Code Snippets/Tutorials
05-09-2010, 11:52
Replies:
39
Orpheu: Engine PM Functions
Views:
30,831
Posted By
Lt.RAT
Re: Orpheu: Engine PM Functions
Wrote signatures for some functions.
Hook of PM_Init, PM_CreateStuckTable and PM_InitTextureTypes not possible coz Orpheu loads after their work.
Tested signatures with several libraries.
For ...
Forum:
Module Coding
05-09-2010, 11:36
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
931,326
Posted By
Lt.RAT
Re: Module: Orpheu2.3a (Fixed for windows server editions)
Whats wrong here:
{
"name" : "PM_Ladder",
"library" : "mod",
"return" :
[
"type" : "physent_s *"
],
"identifiers" :
Forum:
Code Snippets/Tutorials
05-08-2010, 18:23
Replies:
55
Orpheu: Searching for functions in libraries
Views:
31,316
Posted By
Lt.RAT
Re: Orpheu: Searching for functions in libraries
If you want to use it somewhere, you should provide signature. Also, not sure about your offset.
Also, as i understand, if we have args and ret with void type, we should remove it from our file.
...
Forum:
Code Snippets/Tutorials
05-07-2010, 13:16
Replies:
39
Orpheu: Engine PM Functions
Views:
30,831
Posted By
Lt.RAT
Re: Orpheu: Engine PM Functions
Need to block any player "key" movement, but save movetype_walk, did test plugin, and wonder why it`s not working
#include <amxmodx>
#include <fakemeta>
#include <orpheu>
#include...
Forum:
Code Snippets/Tutorials
05-03-2010, 15:25
Replies:
104
Counter-Strike SDK
Views:
64,333
Posted By
Lt.RAT
Re: Counter-Strike SDK
Also pm_shared fully decompiled.
About weapons:
From amxconst.inc
#define CSW_P228 1
#define CSW_SCOUT 3
#define CSW_HEGRENADE 4
...
#define CSW_VEST 31
Showing results 1 to 25 of 84
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