This site is a testing version, but all data is shared with the live forum.


Raised This Month: $ Target: $400
 0% 

Module: Orpheu (added Monster Mod support)


Post New Thread Closed Thread   
 
Thread Tools Display Modes
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-17-2009 , 18:51   Re: Module: Sigscan Beta
#31

Quote:
Originally Posted by joaquimandrade View Post
I don't think is possible but i'm guessing that with hooking will be. For now, the answer is no.
Ok. Hope you will update soon to add more type.
__________________
Arkshine is offline
Old 09-17-2009, 19:36
joaquimandrade
This message has been deleted by joaquimandrade. Reason: BOYSsuckatCODING
jim_yang
Veteran Member
Join Date: Aug 2006
Old 09-17-2009 , 21:40   Re: Module: Sigscan Beta
#32

for a non entity assosiated class, you need to get the global object or its pointer to call it.
such as CGameRules and its child class CHalfLifeMultiplay, you just need to find
Code:
DLL_GLOBAL CGameRules* g_pGameRules = NULL;
__________________
Project : CSDM all in one - 99%
<team balancer#no round end#entity remover#quake sounds#fake full#maps management menu#players punishment menu#no team flash#colored flashbang#grenade trails#HE effect#spawn protection#weapon arena#weapon upgrade#auto join#no weapon drop#one name>
jim_yang is offline
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 09-18-2009 , 08:33   Re: Module: Sigscan Beta
#33

Quote:
Originally Posted by joaquimandrade View Post
Btw, just to inform that you can use this module in Condition Zero to control bots. Like, making them follow you or making them jump or shoot or whatever.
That would be useful for mods like CSDM.
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.
ot_207 is offline
joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 09-18-2009 , 08:56   Re: Module: Sigscan Beta
#34

Quote:
Originally Posted by ot_207 View Post
That would be useful for mods like CSDM.
I think it would be nice for the mod of Hawk552.

Arkshine, i'm implementing more types and, by the way, "char *" was broken because I've tested it before having "any:..." in the pawn function native so it ended up not working. Is fixed now, i'll update when I add more types.
__________________
joaquimandrade is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-18-2009 , 11:50   Re: Module: Sigscan Beta
#35

Ah. That's why it was not working. I was tried SetNewPlayerModel() and the result was weird lol.
__________________
Arkshine is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-18-2009 , 15:05   Re: Module: Sigscan Beta
#36

Quim, what about UTIL_* function and such, basically without defined class, it would possible to execute them too ? I hope, it would be so useful.
__________________
Arkshine is offline
Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 09-18-2009 , 15:26   Re: Module: Sigscan Beta
#37

Very nice.
__________________
Brad is offline
joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 09-18-2009 , 15:39   Re: Module: Sigscan Beta
#38

Quote:
Originally Posted by Arkshine View Post
Quim, what about UTIL_* function and such, basically without defined class, it would possible to execute them too ? I hope, it would be so useful.
Yes, I used UTIL_Sparks to build "Vector const &" handler.

Btw, update the code.

Fixed float passing. (Float return still not implemented)

Added:

Code:
Vector const &
Vector &
Vector
TraceResult *
bool
float
Couldn't test TraceResult but I guess it work.

Quote:
Originally Posted by Brad View Post
Very nice.
Thanks
__________________

Last edited by joaquimandrade; 09-19-2009 at 11:53.
joaquimandrade is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-18-2009 , 15:43   Re: Module: Sigscan Beta
#39

Good to hear. I will do the sigs for those functions. Hope more types will be done :p. Keep up the good work.

I will use your module in the plugin Shotgun Scientist if you add more types.
__________________

Last edited by Arkshine; 09-18-2009 at 15:45.
Arkshine is offline
joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 09-18-2009 , 15:51   Re: Module: Sigscan Beta
#40

Quote:
Originally Posted by Arkshine View Post
Good to hear. I will do the sigs for those functions. Hope more types will be done :p. Keep up the good work.

I will use your module in the plugin Shotgun Scientist if you add more types.
What type you want?
__________________
joaquimandrade is offline
Closed Thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 16:33.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode