Your Load method is fine.

On Saturday, December 12, 2009, JoeX <[email protected]> wrote:
> dont laugh!, i am a newbie on this, sorry ):
> also i'm not a native inglish speaker,...
>
> 2009/12/12 Saul Rennison <[email protected]>
>
>> 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]>
>> >> > >>
>> >> > >> >
>> >> > >> > _______________________________________________
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>>
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>

-- 

Thanks,
 - Saul.

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