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]> >> >> > >> >> >> > >> > >> >> > >> > _______________________________________________ >> 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 > >
-- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

