Awesome, make sure you're unregistering on Unload, though JoeX On Saturday, December 12, 2009, Busy orange <[email protected]> wrote: > Orange author of Pov-Record > > gameeventmanager->AddListener(this,false); > move it to Load func > > 2009/12/12 JoeX <[email protected]> > >> @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 >
-- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

