[hlcoders] HalfLifeTwoDev Update

2005-03-19 Thread Roy Laurie
To those (few) with websites linking to some of our articles. We upgraded to 
TikiWiki, so your
URLs will need to be changed.
PhpWiki was just too buggy.

Just a heads up to prevent E404s. They always look bad.

-- Roy Kylratix Laurie
http://www.hl2-dev.com/

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Re: [hlcoders] HalfLifeTwoDev Update

2005-03-19 Thread Roy Laurie
CNN told us it was too hot for TV, unfortunately.

On 19 Mar 2005 at 22:41, Adam amckern Mckern wrote:

 Thanks for the update, i hope you will do a media
 blitz as well

 Adam


 --- Roy Laurie [EMAIL PROTECTED] wrote:
  To those (few) with websites linking to some of our
  articles. We upgraded to TikiWiki, so your
  URLs will need to be changed.
  PhpWiki was just too buggy.
 
  Just a heads up to prevent E404s. They always look
  bad.
 
  -- Roy Kylratix Laurie
  http://www.hl2-dev.com/
 
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RE: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
--
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Content-description: Mail message body

Excellent. Thank you.

Hopefully it will be the former, if not just for posterity. That and the 
workaround is
somewhat resource intensive compared to the alternative.

On a similar topic, there is the a lack of a bomb_begin_plant and a
hostage_stops_following. These events are, again, a matter of posterity.

Current events include bomb explosion, bomb beginning defuse (which is nice), 
and
abortion of defuse. The defusing events are excellent and I'd like to see its 
likeness
for the Terrorist act of planting.

hostage_follows makes a lot of interesting things possible on cs_ maps.
Unfortunately, unless the hostage dies or is rescued, the plugin has no 
efficient
means of learning if the hostage stopped following for some other reason. This
negates the usefulness of hostage_follows, since we can not truly tell if it's 
following
at any given time or not without an extensive and heavily resource intensive
workaround, which I have not been able to devise at the moment.

Thanks again, Alfred.

-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)


On 14 Mar 2005 at 0:40, Alfred Reynolds wrote:

 The code doesn't set anything but the userid parameter to a useful value
 right now. I have passed on the problem and they will look into either
 updating the code or amending the description.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie
 Sent: Sunday, March 13, 2005 11:07 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] BUG? Server Plugins = FireGameEvent =
 hostage_rescued

 --
 [ Picked text/plain from multipart/alternative ]
 Content-description: Mail message body

 Snippet from my SRCDS's modevent.res for CS:S:

 hostage_rescued
 {
   userid  short   // player who rescued the
 hostage
   hostageshort// hostage entity index
   siteshort   // rescue site index
 }


 My plugin has been showing, to my dismay, that the hostage index
 constantly returns as 0. Not very helpful at all.

 It does work, however, with hostage_killed.


 -- Roy Kylratix Laurie
 HalfLifeTwoDev (http://www.hl2dev.com/)

 Sincerely,
  Roy Laurie
 --

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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
Ronny,

Have you tried (from gameevents.res) round_start?

-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)


On 14 Mar 2005 at 18:14, Ronny Schedel wrote:

 Some more events would be nice for CS:S:

 round restart
 game commencing

 Greets
 Ronny


  --
  [ Picked text/plain from multipart/alternative ]
  Content-description: Mail message body
 
  Excellent. Thank you.
 
  Hopefully it will be the former, if not just for posterity. That and the
  workaround is
  somewhat resource intensive compared to the alternative.
 
  On a similar topic, there is the a lack of a bomb_begin_plant and a
  hostage_stops_following. These events are, again, a matter of posterity.
 
  Current events include bomb explosion, bomb beginning defuse (which is
  nice), and
  abortion of defuse. The defusing events are excellent and I'd like to see
  its likeness
  for the Terrorist act of planting.
 
  hostage_follows makes a lot of interesting things possible on cs_ maps.
  Unfortunately, unless the hostage dies or is rescued, the plugin has no
  efficient
  means of learning if the hostage stopped following for some other reason.
  This
  negates the usefulness of hostage_follows, since we can not truly tell if
  it's following
  at any given time or not without an extensive and heavily resource
  intensive
  workaround, which I have not been able to devise at the moment.
 
  Thanks again, Alfred.
 
  -- Roy Kylratix Laurie
  HalfLifeTwoDev (http://www.hl2dev.com/)
 
 
  On 14 Mar 2005 at 0:40, Alfred Reynolds wrote:
 
  The code doesn't set anything but the userid parameter to a useful value
  right now. I have passed on the problem and they will look into either
  updating the code or amending the description.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie
  Sent: Sunday, March 13, 2005 11:07 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] BUG? Server Plugins = FireGameEvent =
  hostage_rescued
 
  --
  [ Picked text/plain from multipart/alternative ]
  Content-description: Mail message body
 
  Snippet from my SRCDS's modevent.res for CS:S:
 
  hostage_rescued
  {
userid  short // player who rescued the
  hostage
hostage short // hostage entity index
siteshort // rescue site index
  }
 
 
  My plugin has been showing, to my dismay, that the hostage index
  constantly returns as 0. Not very helpful at all.
 
  It does work, however, with hostage_killed.
 
 
  -- Roy Kylratix Laurie
  HalfLifeTwoDev (http://www.hl2dev.com/)
 
  Sincerely,
   Roy Laurie
  --
 
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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
--
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The code to figure out whether it's a game commence round or not isn't that
resource intensive.

A bit flag set in LevelInit and reset depending on number of players (by cycling
though edicts at max of globals-maxClients) on round_start is all you need.

-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)


On 14 Mar 2005 at 20:58, Ronny Schedel wrote:

 round_start is every round, pretty useless.

 Greets
 Ronny


  Ronny,
 
  Have you tried (from gameevents.res) round_start?
 
  -- Roy Kylratix Laurie
  HalfLifeTwoDev (http://www.hl2dev.com/)
 
 
  On 14 Mar 2005 at 18:14, Ronny Schedel wrote:
 
  Some more events would be nice for CS:S:
 
  round restart
  game commencing
 
  Greets
  Ronny
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   Content-description: Mail message body
  
   Excellent. Thank you.
  
   Hopefully it will be the former, if not just for posterity. That and
   the
   workaround is
   somewhat resource intensive compared to the alternative.
  
   On a similar topic, there is the a lack of a bomb_begin_plant and a
   hostage_stops_following. These events are, again, a matter of
   posterity.
  
   Current events include bomb explosion, bomb beginning defuse (which is
   nice), and
   abortion of defuse. The defusing events are excellent and I'd like to
   see
   its likeness
   for the Terrorist act of planting.
  
   hostage_follows makes a lot of interesting things possible on cs_
   maps.
   Unfortunately, unless the hostage dies or is rescued, the plugin has no
   efficient
   means of learning if the hostage stopped following for some other
   reason.
   This
   negates the usefulness of hostage_follows, since we can not truly tell
   if
   it's following
   at any given time or not without an extensive and heavily resource
   intensive
   workaround, which I have not been able to devise at the moment.
  
   Thanks again, Alfred.
  
   -- Roy Kylratix Laurie
   HalfLifeTwoDev (http://www.hl2dev.com/)
  
  
   On 14 Mar 2005 at 0:40, Alfred Reynolds wrote:
  
   The code doesn't set anything but the userid parameter to a useful
   value
   right now. I have passed on the problem and they will look into either
   updating the code or amending the description.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie
   Sent: Sunday, March 13, 2005 11:07 AM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] BUG? Server Plugins = FireGameEvent =
   hostage_rescued
  
   --
   [ Picked text/plain from multipart/alternative ]
   Content-description: Mail message body
  
   Snippet from my SRCDS's modevent.res for CS:S:
  
   hostage_rescued
   {
 userid  short // player who rescued the
   hostage
 hostage short // hostage entity index
 siteshort // rescue site index
   }
  
  
   My plugin has been showing, to my dismay, that the hostage index
   constantly returns as 0. Not very helpful at all.
  
   It does work, however, with hostage_killed.
  
  
   -- Roy Kylratix Laurie
   HalfLifeTwoDev (http://www.hl2dev.com/)
  
   Sincerely,
Roy Laurie
   --
  
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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
I would think that the game event system is to prevent massive wear on system 
resources by
providing information that would have to be otherwise re-digested by writing 
one's own
GameFrame code.

The event system is certainly easier, but I think the main focus is the fact 
that using game events
allows several plugins to be loaded simultaneously and use the same resources 
as maybe one
plugin without such a system. While the event system is certainly easier to 
use, I think that it's
existance is tailored more towards efficiency of server plugins overall.

That being said, there are obviously many needs from the plugin development 
community as far
as events go. The most important events needed being those which have some 
general use to
the community --and-- would require intensive computation to find the 
information otherwise.

For example, whatever the usefuleness, I can say that it would be extremely 
taxing on the server
to extract player_footsteps from anywhere other than the main dll. On the other 
hand, while
game_commence might make life easier, it doesn't significantly change the 
workload on the
server to include such.

Valve obviously being pressed, as time is money goes, I would prefer to only 
ask for events that
are useful for whatever situation -and- cannot be handled efficiently. The 
likeliness of them
including such over events more related to creature-comfort is obviously 
higher. On top of that,
bogging a developer down with less demanding requests, as I have experienced 
many a time,
tends to cause everything to get tossed up in the wind. I certainly don't want 
that.

-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com)



On 14 Mar 2005 at 23:44, Ronny Schedel wrote:

 Come on, how is the game event system for? There
 are very helpful player_footsteps, but not round_restart
 and game_commencing. We had these events in 1.6.
 I dont need any workaround ideas, I need the events.

 Greets
 Ronny


  --
  [ Picked text/plain from multipart/alternative ]
  Content-description: Mail message body
 
  The code to figure out whether it's a game commence round or not isn't
  that
  resource intensive.
 
  A bit flag set in LevelInit and reset depending on number of players (by
  cycling
  though edicts at max of globals-maxClients) on round_start is all you
  need.
 
  -- Roy Kylratix Laurie
  HalfLifeTwoDev (http://www.hl2dev.com/)
 
 
  On 14 Mar 2005 at 20:58, Ronny Schedel wrote:
 
  round_start is every round, pretty useless.
 
  Greets
  Ronny
 
 
   Ronny,
  
   Have you tried (from gameevents.res) round_start?
  
   -- Roy Kylratix Laurie
   HalfLifeTwoDev (http://www.hl2dev.com/)
  
  
   On 14 Mar 2005 at 18:14, Ronny Schedel wrote:
  
   Some more events would be nice for CS:S:
  
   round restart
   game commencing
  
   Greets
   Ronny
  
  
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body
   
Excellent. Thank you.
   
Hopefully it will be the former, if not just for posterity. That and
the
workaround is
somewhat resource intensive compared to the alternative.
   
On a similar topic, there is the a lack of a bomb_begin_plant and
a
hostage_stops_following. These events are, again, a matter of
posterity.
   
Current events include bomb explosion, bomb beginning defuse (which
is
nice), and
abortion of defuse. The defusing events are excellent and I'd like
to
see
its likeness
for the Terrorist act of planting.
   
hostage_follows makes a lot of interesting things possible on cs_
maps.
Unfortunately, unless the hostage dies or is rescued, the plugin has
no
efficient
means of learning if the hostage stopped following for some other
reason.
This
negates the usefulness of hostage_follows, since we can not truly
tell
if
it's following
at any given time or not without an extensive and heavily resource
intensive
workaround, which I have not been able to devise at the moment.
   
Thanks again, Alfred.
   
-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)
   
   
On 14 Mar 2005 at 0:40, Alfred Reynolds wrote:
   
The code doesn't set anything but the userid parameter to a useful
value
right now. I have passed on the problem and they will look into
either
updating the code or amending the description.
   
- Alfred
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roy
Laurie
Sent: Sunday, March 13, 2005 11:07 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] BUG? Server Plugins = FireGameEvent =
hostage_rescued
   
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body
   
Snippet from my SRCDS's modevent.res for CS:S:
   
hostage_rescued
{
  userid  short // player who rescued the
hostage
  hostage

[hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-13 Thread Roy Laurie
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body

Snippet from my SRCDS's modevent.res for CS:S:

hostage_rescued
{
  userid  short // player who rescued the
hostage
  hostage  short// hostage entity index
  siteshort // rescue site index
}


My plugin has been showing, to my dismay, that the hostage
index constantly returns as 0. Not very helpful at all.

It does work, however, with hostage_killed.


-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)

Sincerely,
 Roy Laurie
--

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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-13 Thread Roy Laurie
In fact, the only value of the three that -can- be pulled from the KeyEvent is 
userid. The rescue
site index returns 0 no matter what site it is as well.

I'm developing a workaround at the moment...

-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)


On 13 Mar 2005 at 11:06, Roy Laurie wrote:

 Snippet from my SRCDS's modevent.res for CS:S:

 hostage_rescued
 {
   userid  short   // player who rescued the
 hostage
   hostageshort// hostage entity index
   siteshort   // rescue site index
 }


 My plugin has been showing, to my dismay, that the hostage
 index constantly returns as 0. Not very helpful at all.

 It does work, however, with hostage_killed.


 -- Roy Kylratix Laurie
 HalfLifeTwoDev (http://www.hl2dev.com/)

 Sincerely,
  Roy Laurie
 --

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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-13 Thread Roy Laurie
Currently, I have a useable workaround.

Here's my way:
Dynamic array of hostages and associated interacting players (those who enact 
hostage_follow).

Load a dynamic array of edict_t* pointing to rescue points, found by iterating 
the entity list at
ServerActivate and looking for pEntity-GetClassName() of 
func_hostage_rescue. I also have
an associated integer quantity of rescue points available in the map (trying to 
stay flexible, just in
case). The same is done with the dynamic array of hostages.

At LevelShutdown, I delete both arrays.

At FireGameEvent for event hostage_rescue:
A double for loop.
First loop cycles through saved hostage entities by index, skipping to the next 
iteration for various
reasons, including the interacting player not being the same that is rescuing, 
the hostage being
dead or rescued already, etc.
Second loop calls CalcNearestPoint (ripped from main dll source and slighly 
hacked to accept a
parameter of ICollideable) to calculate the distance betweent he hostie and the 
given rescue
point. The first hostie to have a 0 distance wins!

There's probably a for more easy workaround, knowing my luck. However, this 
method seems to
work perfectly. The actual source code should be released in a day or two when 
I release the next
version of TerraStats on SourceForge.

-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)

On 13 Mar 2005 at 12:06, Roy Laurie wrote:

 In fact, the only value of the three that -can- be pulled from the KeyEvent 
 is userid. The rescue
 site index returns 0 no matter what site it is as well.

 I'm developing a workaround at the moment...

 -- Roy Kylratix Laurie
 HalfLifeTwoDev (http://www.hl2dev.com/)


 On 13 Mar 2005 at 11:06, Roy Laurie wrote:

  Snippet from my SRCDS's modevent.res for CS:S:
 
  hostage_rescued
  {
userid  short // player who rescued the
  hostage
hostage  short// hostage entity index
siteshort // rescue site index
  }
 
 
  My plugin has been showing, to my dismay, that the hostage
  index constantly returns as 0. Not very helpful at all.
 
  It does work, however, with hostage_killed.
 
 
  -- Roy Kylratix Laurie
  HalfLifeTwoDev (http://www.hl2dev.com/)
 
  Sincerely,
   Roy Laurie
  --
 
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[hlcoders] BUG: plugin_pause

2005-02-20 Thread Roy Laurie
Operating with two plugins loaded in srcds, pause is always sent to the 0 index 
plugin, no
matter the parameter.

Can anyone verify this?


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[hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Roy Laurie

Any time I call PlayerInfoManager::GetNetworkIDString() or
IVEngineInterface::GetPlayerNetwordIDString(edict_t*) from ClientActivate(), I 
get a string with
UNKOWN. This occurs not only while debugging locally, but also on my public 
server.

The SteamID should be available in ClientActivate, no?
I checked it against BeetleFart's current code and they seemed to be doing the 
same, but with
proper results.

Ideas?



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[hlcoders] Coding Guidelines

2004-12-23 Thread Roy Laurie
I'm putting together a general set of guidelines for mod coding. There are a 
few things I
picked up from Quake-source coding that I think are, in any type of mod for any 
game,
important to follow.

http://hl2-dev.com/wiki/index.php?pagename=SdkCodingGuidelines

If anyone would like to add to it, feel free. It's a wiki.

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Re: [hlcoders] Haven't recieved any emails from this list

2004-12-22 Thread Roy Laurie
Only 2 and 3/4ths here. =P

-- Roy

On 23 Dec 2004 at 14:35, Charkrid Pornpitackchaikul wrote:

 I recived on 3 emails..today..

 From: Hasan Aljudy [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Haven't recieved any emails from this list
 Date: Wed, 22 Dec 2004 18:28:12 -0700
 
 I recieved atleast four emails today .. I think
 
 
 On Wed, 22 Dec 2004 20:17:20 -0500, r00t 3:16 [EMAIL PROTECTED]
 wrote:
   I haven't recieved any emails from this list today, just want to see if
   spamassassin is tagging this group.
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Roy Laurie
Steam puts it there durring a non-attached debug. Not sure about attached.

On 21 Dec 2004 at 12:25, Maarten van der Zwaart wrote:

 On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote:
  Completely shooting off of the hip,  here.
  Try renaming or deleting your clientregistry.blob file in your hl2 
  directory (where hl2.exe
  resides).

 That file should not exist in the hl2 directory at all.

 Maarten

 --
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 Q: Why is top-posting such a bad thing?
 A: Top-posting.
 Q: What is the most annoying thing on usenet and in e-mail?

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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Roy Laurie
I'm putting together a Type Conversions list for such. Everyone's welcome to 
add / edit.
http://hl2-dev.com/wiki/index.php?pagename=SdkTypeConversions

-- Roy Kylratix Laurie

On 20 Dec 2004 at 18:20, Ronny Schedel wrote:

 The UserID can be accessed through the IPlayerInfo
 and the IPlayerInfoManager interfaces.

 Greets
 Ronny

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I was just wondering how I can get an entity or an index of the entity
  that
  is fired.
 
 
 
  Meaning the player_hurt event is fired and I get a userid of 2.  Will this
  is different than the IndexOfEdict function in engine.  How can I
  determine
  the IndexOfEdict or get the pointer to the entity of a userid?
 
 
 
  Thanks,
 
  Josh
 
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Roy Laurie
In the end, I think it comes down to a simple profiling decision.
The question being: Which method is more economical?

If you're handling an event that happens often...like player_death, my guess is 
the extra 64
bits (depending on the compiler) per player might be worth the amount of 
function calls if
you're doing it often. It'll certainly prevent sudden choppiness; replacing it 
with negligible(?)
sluggishness.

Of course, I base this on absolutely nothing as I haven't profiled the 
difference.

-- Roy Kylratix Laurie

On 20 Dec 2004 at 18:51, Marcelo Bezerra wrote:

 You can code the loop so it looks up both pEntities on a single pass.
 (You will be special casing this one to speed things up).

 Copy and paste from my plugin:
 ---
 for(i=1;i=maxplayers  (!pVictim || !pAttacker;i++)) {
 edict_t *pEntity = engine-PEntityOfEntIndex(i);
 if(!pEntity || pEntity-IsFree()) {
 continue;
 }
 int this_uid = engine-GetPlayerUserId(pEntity);
 if(this_uid=0) {
 if(uid == this_uid) {
 pVictim = pEntity;
 }
 if(attacker == this_uid) {
 pAttacker = pEntity;
 }
 }
 }
 ---
 I am generating an attacked logline to be used on my tk prevention system :)
 (It runs remotely, parsing log from multiple servers)

 Josh wrote:

 Yea that's what I was thinking :(  I was really hoping to not do that, as a
 LOT of functions will need to call that function. (I'm working on a war3 mod
 for CSS, just building the groundwork).  So every time someone is shot /
 died that will be called twice.  Doesn't that seem intensive? Do you think
 valve could create an easier way?
 
 Josh
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
 Sent: Monday, December 20, 2004 2:46 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Finding the entity based on the userid
 
 
 for(int i=1;i=maxplayers;i++) {
 edict_t *pEntity =  engine-PEntityOfEntIndex(i);
 if(!pEntity || pEntity-IsFree()) {
  continue;
 }
 int uid = engine-GetPlayerUserId(pEntity);
 }
 
 Josh wrote:
 
 
 
 OK all I have is the playerid (userid).  How do I get a pointer to the
 entity having this userid?  And I CANNOT use IndexOfEdict b/c that is a
 different number.
 
 For example, I join a game then I call the iplayerinfo on myself and find
 out that my userid is 2.  But IndexOfEdict is 1.  They are different.
 
 Josh
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
 Sent: Monday, December 20, 2004 12:36 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Finding the entity based on the userid
 
 You can look from 1 to maxplayers, get the pEntity and use:
 engine-GetPlayerUserId(pEntity);
 
 Loop from
 Josh wrote:
 
 
 
 
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I was just wondering how I can get an entity or an index of the entity
 
 
 that
 
 
 is fired.
 
 
 
 Meaning the player_hurt event is fired and I get a userid of 2.  Will this
 is different than the IndexOfEdict function in engine.  How can I
 
 
 determine
 
 
 the IndexOfEdict or get the pointer to the entity of a userid?
 
 
 
 Thanks,
 
 Josh
 
 --
 
 
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Re: [hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)

2004-12-20 Thread Roy Laurie
How filthy and volatile. I love it. Thanks

-- Roy Kylratix Laurie

On 20 Dec 2004 at 20:36, Josh wrote:

 These offsets can change with steam updates.  Thanks to Damaged Soul for
 leading me in the right direction and for money offsets :P  I would imagine
 these offsets would be 5 off for a unix machine. I haven't gotten a compile
 for unix so I haven't tested it.

 #define OFFSET_ORIGIN_X   812 // Player 
 Origin in
 X Axis
 #define OFFSET_ORIGIN_Y   813 // Player 
 Origin in
 Y Axis
 #define OFFSET_ORIGIN_Z   814 // Player 
 Origin in
 Z Axis
 #define OFFSET_VELOCITY_X 648
 #define OFFSET_VELOCITY_Y 649
 #define OFFSET_VELOCITY_Z 650

 Vector get_user_origin(edict_t pEnt)
 {
   float fX = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_X);
   float fY = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_Y);
   float fZ = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_Z);

   return Vector( fX, fY, fZ );
 }

 And no you can't change the origin, well you can, but it won't register it
 with the engine so it will just be overwritten again.

 Have fun, similar function to get the velocity.

 Other offsets you might want to play with: (beware of setting health to
 1024, weird things happen)

 define OFFSET_HEALTH  39
 #define OFFSET_CLIP   402
 #define OFFSET_ARMOR  749 // This will change
 the armor value on the player's screen
 #define OFFSET_ARMOR2 739 // This will change
 another offset associated with armor
 #define OFFSET_MONEY  863


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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Roy Laurie
Completely shooting off of the hip,  here.
Try renaming or deleting your clientregistry.blob file in your hl2 directory 
(where hl2.exe
resides).

-- Roy Kylratix Laurie

On 20 Dec 2004 at 21:56, Skyler York wrote:

 As the subject suggests, this latest update really hosed over my
 Half-Life 2 installation.  After starting Steam and receiving the new
 update, here's what happened:

 1)  Steam updates and the Play Games window opens.
 2)  I double-click on the Half-Life 2 icon in the Steam menu.
 3)  Preparing to play dialog pops up, then disappears.  Cursor turns
 to busy hourglass.
 4)  A few seconds later is when Half-Life 2 *usually* starts up.
 However it doesn't now.  Instead, the cursor just turns back into normal
 and nothing happens.
 5)  I check the process window, and there is indeed a hl2.exe running
 the background taking up a mere 4 kb of memory.
 6)  I attempt to load the Source SDK app (with hl2.exe still in the
 background) and get this intimidating messagebox:

 SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 :
 failed to take master pipe connection lock, Win32 Error 2 The system
 cannot find the file specified.

 7)  So I shutdown the hl2.exe process and try again.  However the error
 persists.
 8)  At this point, Steam won't close normally and I have to end that
 process too.  Shutting down Steam resets everything back to it's
 original state where I can reproduce the above procedure again and
 again, and receive the same errors.

 If I go to Source SDK before attempting to run HL2, then it works
 without problem and Steam shutdowns normally.  I get the same error with
 HL2DM and starting up HL2 with my mod in the -game path.  In other
 words, the problems only start if HL2 is invoked in some way.
 Restarting the computer didn't help.  I thought it was something I did
 with the SDK, so I re-downloaded that, refreshed everything etc., and
 the error persisted.  I've done everything short of re-downloading
 Half-Life 2.

 I'm thinking that somewhere along the line my Filesystem_Steam.dll or
 Steam.dll got messed up.  Between this update and the last update, I
 *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin
 because Hammer was complaining about not being able to find it.  But
 that's the only subversive change I've made.  All these problems seem
 to relate to the system, and I know that this last update changed the
 directory structure a bit.  If you need any more information I'd be
 happy to provide you with it.  In the meantime I will give in and
 re-download Half-Life 2 (all 838 megs, jeez) and see if that helps.
 Thank God for fast university internet connections...

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[hlcoders] (from Plugin) Retrieving a edict_t* from UserID

2004-12-18 Thread Roy Laurie
I had assumed that IVGameEngine::PEntFromIndex(int) would do the trick. 
However, when
debugging, even as the  userid is currently valid, the formentioned function 
returns what
would seem a blank entity. So two questions arise...

1) Are not the userid and engine entity index the same?

2) Most importantly, what other options are there for retrieving the associated 
edict_t* -
without- doing the obvious and storing it for later use from whichever function 
might provide
it.

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