I guess it#s something like that botman, Or I'm callign the completely wrong
function, because a class was updated.

I'm using interfacesm, so hopefulyl calling conventions aren't a problem,
just the consistency of the classes I need!

On Fri, Mar 13, 2009 at 1:48 PM, botman <[email protected]> wrote:

> ...or perhaps the number (or type) of parameters was changed and when
> the server.dll is updating the frame pointer it is wrong because not
> enough stuff was passed in?
>
> On 3/13/2009 8:43 AM, Jonas 'Sortie' Termansen wrote:
> > I'm not into assembly or calling conventions, but it sounds like you
> perhaps
> > are calling the function with the wrong calling convention?
> >
> > ----- Original Message -----
> > From: "cheeseh-bu"<[email protected]>
> > To: "Discussion of Half-Life Programming"<
> [email protected]>
> > Sent: Friday, March 13, 2009 2:41 PM
> > Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK
> > updateneeded?
> >
> >
> >> Actually I found that the exit of GameFrame through disassembly, the
> >> server.dll is messing around with the call stack and is adding my plugin
> >> GameFrame function back onto the call stack at code:
> >>
> >> server.dll
> >> 14978C50  sub         esp,10h
> >>
> >> (128C50 offset)
> >>
> >> And when the call stack comes back to my plugin it crashes because it
> >> wasn't
> >> expecting that. Why is server.dll doing this?
> >>
> >> Any help?
> >>
> >> On Fri, Mar 13, 2009 at 1:25 PM, cheeseh-bu<[email protected]>  wrote:
> >>
> >>> Or maybe someone can tell me why my plugin crashes after adding a bot
> >>> just
> >>> after GameFrame is finished... ?
> >>>
> >>>
> >>>
> //---------------------------------------------------------------------------------
> >>> // Purpose: called once per server frame, do recurring work here (like
> >>> checking for timeouts)
> >>>
> >>>
> //---------------------------------------------------------------------------------
> >>> void CRCBotPlugin::GameFrame( bool simulating )
> >>> {
> >>>      if ( simulating&&  CBotGlobals::IsMapRunning() )
> >>>      {
> >>>          CBots::botThink(); // All that this is doing is fake client
> >>> command
> >>> join class
> >>>      }
> >>> }//<--------- crashing after call
> >>>
> >>> What the hell is going on with the call stack ??? Below---
> >>>
> >>>       [Frames below may be incorrect and/or missing, no symbols loaded
> for
> >>> server.dll]
> >>>       server.dll!14c2fdef()
> >>>       server.dll!14c2ffc4()
> >>>       server.dll!14c30062()
> >>>       server.dll!14af8ca6()
> >>>>     HPB_Bot2.dll!CRCBotPlugin::GameFrame(bool simulating=true)  Line
> 385
> >>>> +
> >>> 0x10 bytes    C++
> >>>       engine.dll!0ea3e61e()
> >>>       engine.dll!0ea3d50a()
> >>>
> >>> Why are there extra server calls after GameFrame ? Surely there is
> >>> something hidden which I don't have in my code/something missing???
> >>>
> >>> Help!
> >>>
> >>> --Cheeseh
> >>>
> >>>
> >>>
> >>>
> >>> On Fri, Mar 13, 2009 at 1:10 PM, cheeseh-bu<[email protected]>  wrote:
> >>>
> >>>> I'd just like to see an updated SDK content of the interfaces. I have
> a
> >>>> sneaky feeling IServerPlugin has been altered, or something else
> crucial
> >>>> to
> >>>> my plugin!
> >>>>
> >>>> Is it conceivable within the near future to obtain an updated copy of
> >>>> the
> >>>> interface headers???
> >>>>
> >>>> Thanks!!!!
> >>>>
> >>>>
> >>>>
> >>>> On Sat, Mar 7, 2009 at 3:13 AM, Ryan<[email protected]>  wrote:
> >>>>
> >>>>> Were there any updates to the CInput interface?
> >>>>>
> >>>>> On Tue, Mar 3, 2009 at 5:28 PM, LDuke<[email protected]>  wrote:
> >>>>>> The SDK hasn't matched for a while now.  For example, the
> >>>>> takedamageinfo
> >>>>>> structure has been different for a long time.  I assume something
> >>>>>> like
> >>>>> that
> >>>>>> must have changed.  Unless you're only using the provided interfaces
> >>>>> then
> >>>>>> it's likely that TF2 will never match the SDK.  Also, only a few of
> >>>>>> the
> >>>>>> interfaces are even intended for plugins to use.  I think Mani was
> >>>>>> told
> >>>>> he
> >>>>>> shouldn't have been using the filesystem interface when changes to
> it
> >>>>>> happened and "broke" Mani-Admin-Plugin functionality.
> >>>>>>
> >>>>>> You shouldn't link directly to CBaseEntity functions,
> CTakeDamageInfo
> >>>>>> functions, etc. as they will most likely break on a future update.
> >>>>>> If
> >>>>> it's
> >>>>>> something common, you could look at the SourceMod code and see how
> >>>>>> they
> >>>>>> handle the same situation.  If it's only interfaces that you're
> >>>>>> using,
> >>>>> then
> >>>>>> hopefully Valve will update the SDK soon.
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>> On Thu, Feb 26, 2009 at 12:31 PM, cheeseh-bu<[email protected]>
> >>>>> wrote:
> >>>>>>> Hi, The latest TF2 scout update seems to crash when I use my plugin
> >>>>> now
> >>>>>>> after GameFrame is called.
> >>>>>>>
> >>>>>>> Does anyone know of any interface changes / Bot handling changes?
> >>>>> (i.e. SDK
> >>>>>>> updated? -- latest code doesn't seem to work)
> >>>>>>>
> >>>>>>> Although, I am just guessing
> >>>>>>>
> >>>>>>> Hope some have the answer,
> >>>>>>> cheeseh
> >>>>>>> _______________________________________________
> >>>>>>> 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
> >>>>>>
> >>>>>>
> >>>>>
> >>>>>
> >>>>> --
> >>>>> Ryan "Kalvin" Williams
> >>>>> Project VDC - Founder and Lead Developer
> >>>>> http://www.projectvdc.net/
> >>>>>
> >>>>> _______________________________________________
> >>>>> 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
> >
>
>
> --
> Jeffrey "botman" Broome
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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