Search found 956 matches

by L'In20Cible
Sun Jan 19, 2020 4:24 am
Forum: General Discussion
Topic: Custom ingame UI elements
Replies: 4
Views: 59

Re: Custom ingame UI elements

Hymns For Disco wrote:
L'In20Cible wrote:You can have a look at how iPlayer did for Source.Python.Admin: https://github.com/Source-Python-Dev-Te ... thon.Admin

https://www.youtube.com/watch?v=84HMc5G76ww

MOTD window feature has been removed from CS:GO some time ago in the Panorama UI overhaul

R.I.P :frown:
by L'In20Cible
Sun Jan 19, 2020 1:44 am
Forum: General Discussion
Topic: Custom ingame UI elements
Replies: 4
Views: 59

Re: Custom ingame UI elements

You can have a look at how iPlayer did for Source.Python.Admin: https://github.com/Source-Python-Dev-Te ... thon.Admin

by L'In20Cible
Thu Jan 16, 2020 12:14 am
Forum: Plugin Development Support
Topic: Get SendProp instance
Replies: 7
Views: 243

Re: Get SendProp instance

If mapper planned to give >1000 velocity from trigger_push or any entity in 1 tick, that's where it comes, It clamping to 1000. So no good. And what's the difference to the client? Yes, maybe he will get some kind of densynchronization, in principle, so with every booster, trigger_push isn't predic...
by L'In20Cible
Wed Jan 15, 2020 6:27 am
Forum: Plugin Development Support
Topic: Get SendProp instance
Replies: 7
Views: 243

Re: Get SendProp instance

That's a little bit contrary to what you wanted to achieve in your initial post. It says you want to stop data table warnings and your code example shows only the part that sends the warning :confused: I sometimes feel you are changing your mind just because L'In20Cible answered your post. It's jus...
by L'In20Cible
Thu Jan 09, 2020 2:39 am
Forum: Plugin Development Support
Topic: Server crash on @EntityPreHook
Replies: 9
Views: 299

Re: Server crash on @EntityPreHook

Tried CDECL, THISCALL but STDCALL and CUSTOM give the error. TypeError: 'Convention' object is not callable To use a custom convention, you must subclass CallingConvention telling it where to retrieve the arguments, etc. Ayuto provided some examples in the past: https://forums.sourcepython....
by L'In20Cible
Tue Jan 07, 2020 2:37 pm
Forum: Plugin Development Support
Topic: Server crash on @EntityPreHook
Replies: 9
Views: 299

Re: Server crash on @EntityPreHook

Crash still happens. The following worked for me on Windows: from players.entity import Player from mathlib import Vector from memory import Convention from memory import DataType pl = Player(1) fn = pl.make_virtual_function(289, Convention.THISCALL, (DataType.POINTER, DataType.POIN...
by L'In20Cible
Tue Jan 07, 2020 10:14 am
Forum: Plugin Development Support
Topic: Server crash on @EntityPreHook
Replies: 9
Views: 299

Re: Server crash on @EntityPreHook

For CS:GO, that function's prototype appears to be:

Syntax: Select all

Vector Weapon_ShootPosition(Vector &vecOut);
by L'In20Cible
Wed Jan 01, 2020 2:25 am
Forum: Code examples / Cookbook
Topic: Perfect PlayerDictionary and Player
Replies: 4
Views: 194

Re: Perfect PlayerDictionary and Player

I totally agree with everything Satoon said, except that I don't see the merit of having PlayerDictionary automatically syncing itself at all. I mean, this is a container, that you are trying to use as a generator. A container stores objects, while a generator generates them. They both have clearly ...
by L'In20Cible
Tue Dec 31, 2019 3:16 am
Forum: Plugin Development Support
Topic: [ANY] Prevent user name changes
Replies: 10
Views: 377

Re: [ANY] Prevent user name changes

Try something similar to what is being done in: https://github.com/Source-Python-Dev-Te ... cstrike.py
by L'In20Cible
Mon Dec 30, 2019 8:52 am
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

Edit: Found better variant PyPy(in 4x-6x) faster than Cython with CFFI for c++ bindings. I just know.a one person who doesn't want to try Source.Python because it is really slow by him opinion. I've never worked with PyPy before, but I doubt the differences would be phenomenal. However, if you are ...
by L'In20Cible
Mon Dec 30, 2019 8:36 am
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

In first, what if there will be cache in C++ side classes like CBasePlayer, CBaseEntity and on Python side we will simple retrieve them through BasePlayer(1), BaseEntity(1) respectively. So it will be really standard classes cached by default in C++ and nothing more for fast access. The reality is ...
by L'In20Cible
Mon Dec 30, 2019 7:04 am
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

What is this supposed to solve or improve exactly?
by L'In20Cible
Sun Dec 29, 2019 11:16 am
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

I can't avoid using Player.cache even with caching=False because every time when I wish to retrieve a entity object through any way (EntityDictionary, PlayerDictionary) code in Entity class will check variable caching although a priori knowledge of using EntityDictionary Do you have a code example?...
by L'In20Cible
Sat Dec 28, 2019 11:39 pm
Forum: API Design
Topic: My thoughts, questions and wishes
Replies: 25
Views: 643

Re: My thoughts, questions and wishes

Sooner or later you'll have to break existing codes for the best. If unavoidable, yes. Your suggestion to move imports around is unfortunately not one of them I'm afraid. [*]player.pointer + 0xEF8 (player's friction) No need to hard-code the offset, just use: friction = player.get_network_property_...
by L'In20Cible
Fri Dec 27, 2019 9:44 pm
Forum: API Design
Topic: My thoughts, questions and wishes
Replies: 25
Views: 643

Re: My thoughts, questions and wishes

2. I'm against moving them. This would break all existing codes that currently import them from there (e.g. freeze_tag , avsd , etc.), and since they are primarily to use in conjunction of the buttons listeners, having them there really just regroup your imports. 4. You are looking for the m_flMaxsp...
by L'In20Cible
Fri Dec 27, 2019 7:21 am
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

It all started with a comparison, but ended almost in a quarrel xD Yeah, mainly two headstrongs going at it because they are not looking from the same angles. :smile: I mean, although I truly believe he is making a huge deal out of nothing, I can (sorta) understand where he is coming from, that the...
by L'In20Cible
Wed Dec 25, 2019 10:39 pm
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

Boy, this thread is getting silly. Why do you think so? Why complicated? Perfomance? On the contrary I think it's great to have the parachute like a class attribute. It feels like I can't write something big in Source.Python because I see that every the line is a disaster for you. Should I believe y...
by L'In20Cible
Tue Dec 24, 2019 5:10 pm
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

You're wrong! :mad: This code is nicer to read than original version. also the number of lines of code was decreased. From 179 to 107. Readability is subjective, but I personally find it much easier to read a code that is not packed solely to decrease the number of lines. For the same reason paragr...
by L'In20Cible
Tue Dec 24, 2019 5:55 am
Forum: Plugin Development Support
Topic: PlayerDictionary vs CachedPlayer
Replies: 37
Views: 869

Re: PlayerDictionary vs CachedPlayer

Rewrote the plugin with given the fact that a parachute can be removed by a third-party way, that is, not this plugin, but someone else's or something else, that is, if I delete a parachute in this plugin, the error theoretically can not be because i can set a player's parachute again to None. I di...

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