Well I guess I'll be figuring out how to write a simple SourceMod plugin
now. Hopefully it's not rocket surgery, SourcePawn didn't look that
terrible...

On Thu, Aug 16, 2012 at 12:05 PM, Nicholas Hastings <
psycho...@alliedmods.net> wrote:

> That is crazy overkill.
>
> You can just use FindEntityByClassname to get the tf_objective_resource,
> and GetEntProp to read m_nMannVsMachineWaveCount.
>
>
> On 8/16/2012 2:58 PM, Invalid Protocol wrote:
>
>> I don't see any convar.
>>
>> You can do this with a SM plugin, but is easy only for Linux: call the
>> MannVsMachineStats_**GetCurrentWave function (use
>> @_Z33MannVsMachineStats_**GetCurrentWavev as signature for SDK Tools)
>> and will
>> return the index (starting from 0). I don't know if you can get a
>> signature
>> for Windows, because the function is too small.
>>
>> Also you can hook the MVMResetPlayerWaveSpendingStat**s user message. The
>> first byte is wave's index (also starting from 0). Using this approach you
>> can define a convar and keep it updated with wave's current index.
>>
>> -----Original Message-----
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>]
>> On Behalf Of doc
>> Sent: Thursday, August 16, 2012 8:48 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: [hlds_linux] Request: Current MvM Wave cvar
>>
>> Is there any way we could get a cvar or something that would report back
>> the current wave? I've got a little auto-magic signup for my MvM server
>> I'm
>> working on and I'd love to be able to query the MvM server to see about
>> how
>> far through the current game is.
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>>
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>>
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
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