@Ronny

mmmm GAMEEVENTSMANAGER001??, but the API says that DONT USE IT! haha
this is igameevents.h

#define INTERFACEVERSION_GAMEEVENTSMANAGER    "GAMEEVENTSMANAGER001"    //
old game event manager, don't use it!

#define INTERFACEVERSION_GAMEEVENTSMANAGER2    "GAMEEVENTSMANAGER002"    //
new game event manager,

why use GAMEEVENTSMANAGER001???.....mmmmmmmmmmm

also, i'm using too VEngineClient013, so that no diferent from me.... exept
that i'm using GAMEEVENTSMANAGER002

2009/12/12 Ronny Schedel <[email protected]>

>
> You can use the CEmptyServerPlugin as a base, but, you have to change it to
> match all the server functions with similar client functions. I never tried
> this, so, it's on you to find these client functions in the SDK. If you
> can't find appropriate functions, it will not work with Valves API.
>
> Take a look on the prec.dll from the program, you will see some strings
> which will give you some hints, like:
>
> IEngineSoundClient003
> GAMEEVENTSMANAGER001
> VEngineClient013
> ...
>
>
>
> > than you Saul, as always... for your wise answer.....
> >
> > and Ronny..... that's why i'm asking this to you, people with experiencie
> > programming using VALVe's API..... if that plugin is not using hooked
> > functions.... what strategy do you think it is using?..... maybe... we
> can
> > learn something new in this discussion.
> >
> > if u had the challenge of detecting when a player dies (client-side)...
> > how
> > could you do it without using hooks and only using the VALVe's API?...
> (or
> > it's impossible?)
> >
> > thank Ronny, for your time, and thanks again Saul, for helping me again
> > this
> > time
> >
> > PD: i gonna ask for the programmer.... for 4th time (he's not answering
> > nothing)....
> >
> > 2009/12/12 Saul Rennison <[email protected]>
> >
> >> I'm not 100% sure what triggers VAC, but I'm 100% sure that it modifies
> >> memory when you hook something. Aslong as you don't change return
> values,
> >> passed arguments etc., then I'm sure you'll be fine.
> >>
> >> Thanks,
> >> - Saul.
> >>
> >>
> >> 2009/12/12 Ronny Schedel <[email protected]>
> >>
> >> >
> >> > Learn to read. No one said it uses hooked functions. We don't know how
> >> > it
> >> > is
> >> > done, because we don't have the source code. Ask the author of this
> >> > program.
> >> >
> >> >
> >> > > that's means that using this plugin:
> >> > > http://www.gotfrag.com/tf2/forums/thread/411952/
> >> > >
> >> > > can VAC ban you??
> >> > >
> >> > > if that's the case...... wow, that would be a problem..... it has
> >> > > over
> >> > > 3000
> >> > > downloads!
> >> > >
> >> > >
> >> > >
> >> > > 2009/12/12 Saul Rennison <[email protected]>
> >> > >
> >> > >> Hooking functions modifies the client's memory space and VAC will
> go
> >> > >> ballistic, it'll start fretting over what the fuck you're trying to
> >> > >> do
> >> > >> and
> >> > >> why you're doing it. First guess: cheating.
> >> > >>
> >> > >> If you wanna take the risk then hook *
> >> > >> IGameEventManager2::FireEventClientSide*.
> >> > >>
> >> > >> Thanks,
> >> > >> - Saul.
> >> > >>
> >> > >>
> >> > >> 2009/12/12 Ronny Schedel <[email protected]>
> >> > >>
> >> > >> >
> >> > >> > Sure, everything is possible with software. The question is: is
> it
> >> > >> possible
> >> > >> > with the provided API by Valve or is it possible with hooked
> >> > functions.
> >> > >> The
> >> > >> > last option is used by cheats.
> >> > >> >
> >> > >> >
> >> > >> > > actually.... i found a plugin that can capture game events like
> >> > >> > > "player_death"...
> >> > >> > >
> >> > >> > > see this.... http://www.gotfrag.com/tf2/forums/thread/411952/
> >> > >> > >
> >> > >> > > in that page..... it says, the plugin can "monitor kill
> steaks",
> >> to
> >> > >> help
> >> > >> > > people recording demos, knows what happens in that demo
> file....
> >> > >> > >
> >> > >> > > but you told me that's impossible to capture game events in a
> >> CLIENT
> >> > >> SIDE
> >> > >> > > plugin......, not only that.... also it can be VAC banned!
> >> > >> > >
> >> > >> > > this plugin proves 1 or 2 facts....
> >> > >> > >
> >> > >> > > 1) is not impossible capture game events in a client side
> plugin
> >> > like
> >> > >> > > "player_death"
> >> > >> > > 2) using this plugin can VAC ban you?
> >> > >> > >
> >> > >> > > what do you think?, detecting game events from client side
> >> > >> > > plugin
> >> is
> >> > >> not
> >> > >> > > possible?...... how this plugin manage to detect kill steaks?
> >> > >> > >
> >> > >> > > 2009/12/11 Joel R. <[email protected]>
> >> > >> > >
> >> > >> > >> Protection service for cheat server plugins?  Sounds like a
> >> > >> > >> scam.
> >> > >> > >>
> >> > >> > >>
> >> > >> > >> On Fri, Dec 11, 2009 at 9:25 AM, Ronny Schedel
> >> > >> > >> <[email protected]
> >> > >> > >> >wrote:
> >> > >> > >>
> >> > >> > >> > No one said a server plugin cannot be used for cheating, the
> >> > fact,
> >> > >> it
> >> > >> > >> > is
> >> > >> > >> > used frequently for cheating and this is a problem. Some
> game
> >> > >> > >> > server
> >> > >> > >> > companies offers you a protection service about cheat server
> >> > >> plugins.
> >> > >> > >> >
> >> > >> > >> >
> >> > >> > >> > > wow...... i really tought that client side events
> detection
> >> > were
> >> > >> > >> > > factible.... (bad inglish mode ON)
> >> > >> > >> > >
> >> > >> > >> > > if that was true.... about VAC banned...... why a
> >> > >> > >> > > client-side
> >> > >> plugin
> >> > >> > >> can
> >> > >> > >> > > be
> >> > >> > >> > > a cheating plugin, and a server-side plugin not?......
> >> > >> > >> > >
> >> > >> > >> > > i just wanted to make a client-side plugin to make easier
> >> > record
> >> > >> > >> > > demos.....
> >> > >> > >> > > and when a player dies..... stop it..... and record with
> >> other
> >> > >> name
> >> > >> > >> > > automatically..... so, it's impossible? ):
> >> > >> > >> > >
> >> > >> > >> > >
> >> > >> > >> > > 2009/12/11 Jacob Heidt <[email protected]>
> >> > >> > >> > >
> >> > >> > >> > >> True indeed. The way that those dirty cheaters tend to
> get
> >> > >> > >> > >> their
> >> > >> > >> > >> hands
> >> > >> > >> > on
> >> > >> > >> > >> the internals, events etc, is through vfunc hooks - take
> a
> >> > look
> >> > >> at
> >> > >> > >> > >> the
> >> > >> > >> > >> SourceHook library in MetaMod:Source.
> >> > >> > >> > >> However, I would like to advise against client side
> >> mods/hooks
> >> > >> > >> > >> on
> >> > >> > >> > >> mods/games
> >> > >> > >> > >> that are not yours. You may be VAC banned for detection
> of
> >> > >> > >> > >> client
> >> > >> > >> > >> side
> >> > >> > >> > >> hooks, since 99.9999% of 3rd party client side hooks are
> >> from
> >> > >> dirty
> >> > >> > >> > >> rotten
> >> > >> > >> > >> cheaters.
> >> > >> > >> > >>
> >> > >> > >> > >> .jheidt
> >> > >> > >> > >>
> >> > >> > >> > >> -----Original Message-----
> >> > >> > >> > >> From: [email protected]
> >> > >> > >> > >> [mailto:[email protected]] On
> Behalf
> >> Of
> >> > >> > Ronny
> >> > >> > >> > >> Schedel
> >> > >> > >> > >> Sent: Friday, December 11, 2009 10:02 AM
> >> > >> > >> > >> To: Discussion of Half-Life Programming
> >> > >> > >> > >> Subject: Re: [hlcoders] client-side game events
> >> > >> > >> > >>
> >> > >> > >> > >>
> >> > >> > >> > >> I don't think it's possible with the provided interface
> >> system
> >> > >> > >> > >> by
> >> > >> > >> Valve,
> >> > >> > >> > >> two
> >> > >> > >> > >>
> >> > >> > >> > >> reasons:
> >> > >> > >> > >>
> >> > >> > >> > >> 1. Valve don't want to have their mods altered again.
> >> > >> > >> > >> 2. No one likes cheats.
> >> > >> > >> > >>
> >> > >> > >> > >>
> >> > >> > >> > >> > too bad!, i liked so much bananas! ):
> >> > >> > >> > >> >
> >> > >> > >> > >> > this is how i defined CEmptyServerPlugin:
> >> > >> > >> > >> >
> >> > >> > >> > >> >
> >> > >> > >> > >> > class CEmptyServerPlugin: public
> IServerPluginCallbacks,
> >> > >> > >> > >> > public
> >> > >> > >> > >> > IGameEventListener2
> >> > >> > >> > >> > {
> >> > >> > >> > >> >     [...]
> >> > >> > >> > >> > }
> >> > >> > >> > >> >
> >> > >> > >> > >> > but there's not any "IClientPluginCallbacks" maybe i
> >> > >> > >> > >> > need
> >> an
> >> > >> > >> > >> > include
> >> > >> > >> > >> > that
> >> > >> > >> > >> > is
> >> > >> > >> > >> > not come with the example?
> >> > >> > >> > >> >
> >> > >> > >> > >> > what should i do to capture CLIENT events?
> >> > >> > >> > >> >
> >> > >> > >> > >> > PD: please..... i'm not an experienced programmer.....
> >> dont
> >> > >> > laught
> >> > >> > >> of
> >> > >> > >> > >> > me ):
> >> > >> > >> > >> >
> >> > >> > >> > >> >
> >> > >> > >> > >> > 2009/12/11 Ronny Schedel <[email protected]>
> >> > >> > >> > >> >
> >> > >> > >> > >> >> One million dollar question: what is the
> >> CEmptyServerPlugin
> >> > >> for?
> >> > >> > >> > >> >>
> >> > >> > >> > >> >> 1) servers
> >> > >> > >> > >> >> 2) clients
> >> > >> > >> > >> >> 3) bananas
> >> > >> > >> > >> >>
> >> > >> > >> > >> >> If it is too difficult for you, here is a hint: it's
> >> > >> > >> > >> >> not
> >> > >> number
> >> > >> > >> > >> >> 3.
> >> > >> > >> > >> >>
> >> > >> > >> > >> >>
> >> > >> > >> > >> >> > hello again!
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > i'm a bit confused about how events are managed in
> >> > >> > >> > >> >> > game
> >> > >> (team
> >> > >> > >> > >> >> > fortress
> >> > >> > >> > >> >> > 2)
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > actually, i'm coding a CLIENT SIDE plugin, in wich i
> >> need
> >> > >> > >> > >> >> > to
> >> > >> > >> detect
> >> > >> > >> > >> the
> >> > >> > >> > >> >> > "player_death" event...
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > this is what i got...
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > void CEmptyServerPlugin::FireGameEvent( IGameEvent *
> >> > >> > >> > >> >> > event )
> >> > >> > >> > >> >> > {
> >> > >> > >> > >> >> >    const char* eventName = event->GetName();
> >> > >> > >> > >> >> >    int _short;
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> >    if( FStrEq( eventName, "player_death"))
> >> > >> > >> > >> >> >    {
> >> > >> > >> > >> >> >        _short = event->GetInt( "userid");
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> >        player_info_t pinfo;
> >> > >> > >> > >> >> >
> >> > >> > >>  engineclient->GetPlayerInfo(engineclient->GetLocalPlayer(),
> >> > >> > >> > >> >> > &pinfo);
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> >        //verifify that client dies
> >> > >> > >> > >> >> >        if( _short == pinfo.userID)
> >> > >> > >> > >> >> >        {
> >> > >> > >> > >> >> >            //code here
> >> > >> > >> > >> >> >        }
> >> > >> > >> > >> >> >    }
> >> > >> > >> > >> >> > }
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > this work well, when i create a server in the
> >> > >> > >> > >> >> > game.....
> >> > >> > >> > >> >> > but
> >> > >> > >> > >> >> > when
> >> > >> > >> i
> >> > >> > >> > >> play
> >> > >> > >> > >> >> in
> >> > >> > >> > >> >> > public servers..... it doesn't work....
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > and this is what confuse me:
> >> > >> > >> > >> >> > to make this code work in public servers..... first
> i
> >> > have
> >> > >> to
> >> > >> > >> > create
> >> > >> > >> > >> my
> >> > >> > >> > >> >> > own
> >> > >> > >> > >> >> > server, and then connect to other i want
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > why this happen?, what should i do?..... i'm really
> >> > >> > >> > >> >> > confused
> >> > >> > >> > >> >> > here............
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > my own investigations in google, told me that using
> >> > >> > >> > >> >> > "CEmptyServerPlugin"
> >> > >> > >> > >> >> > is
> >> > >> > >> > >> >> > the problem,..... i don't know....
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > nice to met you all!, and greetings from Chile! :D
> >> > >> > >> > >> >> >
> >> > >> > >> > >> >> > PD: sorry for my bad english
> >> > >> > >> > >> >> > _______________________________________________
> >> > >> > >> > >> >> > 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:
> >> > >> > >> > 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:
> >> > 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
>
>
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