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.

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