Search found 1131 matches

by L'In20Cible
Fri Feb 26, 2021 2:43 pm
Forum: Plugin Development Support
Topic: Using engine server's get_player_info
Replies: 3
Views: 137

Re: Using engine server's get_player_info

I did find that for CS:S the offsets are wrong, I'm pretty sure either fakeplayer or ishltv got removed. It's probably the opposite; wasn't added at the time that game was released. :tongue: I believe it is ishltv that is missing, because 108 was True for regular bots and False for me when I tested...
by L'In20Cible
Fri Feb 26, 2021 1:19 am
Forum: Plugin Development Support
Topic: Using engine server's get_player_info
Replies: 3
Views: 137

Re: Using engine server's get_player_info

We could probably export that type (feel free to PR it, or create an issue as feature request) but here is an untested example showing how you could call and read it: from engines.server import engine_server from memory import alloc from memory import get_virtual_function from memory.helpers import ...
by L'In20Cible
Sun Feb 14, 2021 7:29 pm
Forum: Plugin Development Support
Topic: [CS:S] Worldspawn touch problem
Replies: 5
Views: 181

Re: [CS:S] Worldspawn touch problem

Try something like this: from entities.entity import Entity from entities.constants import WORLD_ENTITY_INDEX def is_player_on_world(player): try: return Entity.from_inthandle( player.ground_entity).index == WORLD_ENTITY_INDEX except OverflowError: return False
by L'In20Cible
Sun Feb 14, 2021 7:27 pm
Forum: Plugin Development Support
Topic: [CS:S] Worldspawn touch problem
Replies: 5
Views: 181

Re: [CS:S] Worldspawn touch problem

Kami wrote:Wouldnt that Return true for a flash hitting the feet?

If the ground entity isn't -1, then that's the handle of the entity the player is standing on. You can retrieve it that way and check whether it's a flashbang or not:

Syntax: Select all

entity = Entity.from_inthandle(player.ground_entity)
by L'In20Cible
Sun Feb 07, 2021 7:59 pm
Forum: Plugin Development Support
Topic: Threaded Menu crash
Replies: 7
Views: 359

Re: Threaded Menu crash

Using a reentrant lock to send the menu would likely fix the context switch, however, the main unlocked thread (aka the game) could still send a message at any time during game-play likely causing the exact same crash if a worker is currently executing regardless of its locking state. Threading bitb...
by L'In20Cible
Mon Feb 01, 2021 7:28 am
Forum: Plugin Requests
Topic: [REQUEST]Hide Radar
Replies: 16
Views: 1596

Re: [REQUEST]Hide Radar

A hook on the ShowMenu usermessage would definitely be the best option. Not only it seems like an overall better approach to me than a constant lookup through repeats, it also has the merit of also detecting menus sent by SM, etc. That was my initial idea, but I was greeted by this: # ../showmenu_h...
by L'In20Cible
Mon Feb 01, 2021 6:52 am
Forum: Plugin Requests
Topic: [REQUEST]Hide Radar
Replies: 16
Views: 1596

Re: [REQUEST]Hide Radar

I feel iffy about using _radio_queues to check if the player has any menus open, is there a better/cleaner way to get this info? A hook on the ShowMenu usermessage would definitely be the best option. Not only it seems like an overall better approach to me than a constant lookup through repeats, it...
by L'In20Cible
Fri Jan 29, 2021 10:57 pm
Forum: Plugin Development Support
Topic: [CS:S] Return type not working for shouldcollide
Replies: 4
Views: 620

Re: [CS:S] Return type not working for shouldcollide

I'm still confused how I would use a SendProp (in my case "m_CollisionGroup") and the proxy function or even how to get it. Here's a quick and dirty example: from entities.entity import Entity from entities.props import ServerClass from memory import Convention from memory import DataType...
by L'In20Cible
Tue Jan 26, 2021 5:24 pm
Forum: Plugin Releases
Topic: [ANY] Weapon Zoom
Replies: 26
Views: 2155

Re: [ANY] Weapon Zoom

Damn, what a museum-worthy masterpiece! xDD
by L'In20Cible
Mon Jan 25, 2021 3:46 pm
Forum: Plugin Releases
Topic: [ANY] Weapon Zoom
Replies: 26
Views: 2155

Re: [ANY] Weapon Zoom

Hey daren, I just tested L'In20Cible's version and it works perfectly, so you can use that. @L'In20Cible: I gotta be honest, I'm not sure what the etiquette is in this kind of situation. Am I supposed to add your code to my github, even though you wrote it? I don't want to be rude but I'm really no...
by L'In20Cible
Sat Jan 23, 2021 2:41 pm
Forum: Plugin Development Support
Topic: [HL2:DM] Source Python installation
Replies: 2
Views: 177

Re: [HL2:DM] Source Python installation

You are trying to run a CS:GO build on HL2:DM. Make sure to install the right one for that game: http://downloads.sourcepython.com/
by L'In20Cible
Sat Jan 23, 2021 2:57 am
Forum: Plugin Releases
Topic: [ANY] Weapon Zoom
Replies: 26
Views: 2155

Re: [ANY] Weapon Zoom

Thank you for your feedback! I tried to include some of your tips. My current code is: # ============================================================================= # >> IMPORTS # ============================================================================= from commands.client import ClientComma...
by L'In20Cible
Fri Jan 22, 2021 10:17 pm
Forum: Plugin Releases
Topic: [ANY] Weapon Zoom
Replies: 26
Views: 2155

Re: [ANY] Weapon Zoom

def toggle_zoom(player): weapon = player.active_weapon if weapon is None or weapon.classname not in zoom_weapons: return player.fov = player.default_fov if player.fov == zoom_level else zoom_level Hmm, couldn't that be shortened/simplified to def toggle_zoom(player): if player.activ...
by L'In20Cible
Fri Jan 22, 2021 9:39 pm
Forum: Plugin Releases
Topic: [ANY] Weapon Zoom
Replies: 26
Views: 2155

Re: [ANY] Weapon Zoom

https://github.com/kamikazekuh/zoom Without going into details, because I don't currently have time to do so, here are some stuff to consider: ⋅ You should avoid repeated attribute retrievals. Remember, Python is dynamic and won't do any kind of optimization for you. For example, there is...
by L'In20Cible
Thu Jan 14, 2021 4:30 am
Forum: API Design
Topic: [HL2DM] Restrictions
Replies: 3
Views: 943

Re: [HL2DM] Restrictions

Hey guys, I recently noticed that the restrictions package does not work with HL2DM as some things are different there. There is no buy_internal for example. Also the team index for deathmatch is always 0 which will result in "KeyError: '"0" is neither a team number nor an alias.&quo...
by L'In20Cible
Thu Jan 14, 2021 12:39 am
Forum: Whatever
Topic: Server is hibernating. [CS:S]
Replies: 8
Views: 963

Re: Server is hibernating. [CS:S]

used that as plugin. and server console says: Dropped dNk. from server (Disconnect by user.) Server is hibernating. It's normal that you still see the message. Basically, the game does something like this: print('Server is hibernating') server_game_dll.SetServerHibernation(True&...
by L'In20Cible
Wed Jan 13, 2021 7:39 am
Forum: Plugin Development Support
Topic: [CS:S] Blocking item pickup notification
Replies: 8
Views: 798

Re: [CS:S] Blocking item pickup notification

Yes the endgoal is infinite ammo for weapon_flashbang and this seems to be exactly what I needed! Thank you very much. It never occured to me that I could just block ammo consumption. Could you maybe explain, how you found out which function you needed to hook? That is basically a hook on: _ZN20CBa...
by L'In20Cible
Tue Jan 12, 2021 10:53 pm
Forum: Plugin Development Support
Topic: [CS:S] Blocking item pickup notification
Replies: 8
Views: 798

Re: [CS:S] Blocking item pickup notification

It seems that setting ammo for grenades counts as giving new ones. So everytime i add ammo, it shows as a picked up weapon. ResetHUD can actually remove the Image but its not reliable (I have to send multiple ResetHUDs to remove the image without blinking). I've seen servers where it does not show ...
by L'In20Cible
Tue Jan 12, 2021 9:29 pm
Forum: Plugin Development Support
Topic: [CS:S] Blocking item pickup notification
Replies: 8
Views: 798

Re: [CS:S] Blocking item pickup notification

Thank you for the reply! I tried your code but sadly it did not work. I even tried to use EventAction.BLOCK to just block the event completely which didn't work either. That is likely happening client-side when a new weapon is added to the player's inventory. Your best bet, and likely only alternat...

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