Search found 1131 matches
- 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...
- 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 ...
- 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
- 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)
- Sun Feb 14, 2021 7:16 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 181
- 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...
- 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...
- 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...
- 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...
- 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
- 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...
- 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/
- 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...
- 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...
- 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...
- 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...
- 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&...
- 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...
- 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 ...
- 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...