Then I'll make the necessary adjustments when the time comes. There are many
things that can be done with the CBasePlayer class and CBaseEntity that work
100% now; many of which I doubt will change in the future to the point where
I cannot use them.


----- Original Message -----
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, February 22, 2005 11:57 AM
Subject: Re: [hlcoders] Server Plugins refusing to load


> You cant use it, because you dont have the cs:source header files
> for this class. And you will never get these header files. When they
> change the class, your plugin will stop working.
>
> Greets
> Ronny
>
> > This works fine, I just tested it, and it loads on the server. If you
want
> > my list of includes that allows me to use CBaseEntity and such, let me
> > know
> > and I'll post it.
> >
> >
> > Daniel Jennings
> >
> >
> >
> > ----- Original Message -----
> > From: "Ronny Schedel" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Tuesday, February 22, 2005 10:44 AM
> > Subject: Re: [hlcoders] Server Plugins refusing to load
> >
> >
> >> You cant use CBaseEntity in a server plugin. There are
> >> unresolved symbols, so it cant be loaded by srcds.
> >>
> >> Greets
> >> Ronny
> >>
> >>
> >> > Thanks. Here's my suspicious code:
> >> >
> >> >        if ( FStrEq( pcmd, "!giveammo" ) )
> >> >        {
> >> >                CBaseEntity *
> > pBase=pEntity->GetUnknown()->GetBaseEntity();
> >> >                if (pBase) {
> >> >                        CBaseCombatWeapon * pWeapon =
> >> > pBase->MyCombatCharacterPointer()->GetActiveWeapon();
> >> >                        if (pWeapon) {
> >> >                                pWeapon->m_iClip1 = 1000;
> >> >                                pWeapon->m_iClip2 = 1000;
> >> >                        }
> >> >                }
> >> >                return PLUGIN_STOP;
> >> >        }
> >> >
> >> >
> >> > This is in SekkusuServerPlugin::ClientCommand( edict_t *pEntity )
> >> >
> >> > If I comment out the code changing m_iClip1 and m_iClip2, it still
> >> > won't
> >> > load, but when I comment out
> >> > CBaseCombatWeapon * pWeapon =
> >> > pBase->MyCombatCharacterPointer()->GetActiveWeapon();
> >> >
> >> > It loads fine but I lose any functionality. The weird thing is that
the
> >> > code
> >> > _should_ never execute until I send the command !giveammo in the
> > console,
> >> > and it compiles/builds fine it just won't load. I'm using the
> >> > Counter-Strike: Source most recent dedicated server DLL.
> >> >
> >> > Thank you,
> >> > Daniel Jennings
> >> >
> >> >
> >> > ----- Original Message -----
> >> > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> >> > To: <[email protected]>
> >> > Sent: Monday, February 21, 2005 10:06 PM
> >> > Subject: RE: [hlcoders] Server Plugins refusing to load
> >> >
> >> >
> >> >> I will have a look at the code and see why it isn't doing this
> >> >> already.
> >> >>
> >> >> - Alfred
> >> >>
> >> >> -----Original Message-----
> >> >> From: [EMAIL PROTECTED]
> >> >> [mailto:[EMAIL PROTECTED] On Behalf Of David
> >> >> Anderson
> >> >> Sent: Monday, February 21, 2005 9:30 PM
> >> >> To: [email protected]
> >> >> Subject: Re: [hlcoders] Server Plugins refusing to load
> >> >>
> >> >> On linux, you can try to use something like strace (you may have to
> >> >> log
> >> >> the output) to catch where calls are messing up.  But in the end, it
> >> >> would be very helpful if Valve included some sort of
> >> >> dlerror()/FormatMessage() output when a plugin fails to load.
> >> >>
> >> >>       -----David "BAILOPAN" Anderson
> >> >>       http://www.sourcemod.net/
> >> >>
> >> >> Daniel Jennings wrote:
> >> >> > Is there any way to tell why my Server Plugins (on Linux dedicated
> >> >> > server) are refusing to load? They compile and link correctly but
I
> >> >> > cannot tell why they wont load.
> >> >> >
> >> >> > Thank you,
> >> >> > Daniel Jennings
> >> >> >
> >> >> >
> >> >> > _______________________________________________
> >> >> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> >> >> please visit:
> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> >
> >> >> >
> >> >> >
> >> >>
> >> >> _______________________________________________
> >> >> To unsubscribe, edit your list preferences, or view the list
archives,
> >> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> >> _______________________________________________
> >> >> To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> >>
> >> >
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>
>
>


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