ill add the code you gave to the funmod server and see what i can do
Had a life, Got a modem..
Request Ok Help is required for XUID bug
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ill add the code you gave to the funmod server and see what i can do
Had a life, Got a modem..
I already made a working signature scanner for (nearly) every address used in the plugin in less than a day and had sent it to Cyanide a few weeks ago... I could do something with them but I'm out of the country so I can't. The signatures work for every server version from 1.5.xxx and above. @zxz0O0
A casual conversation between barata and I about Nukem. (07-10-2012, 02:11)master131 Wrote: I already made a working signature scanner for (nearly) every address used in the plugin in less than a day and had sent it to Cyanide a few weeks ago... I could do something with them but I'm out of the country so I can't. The signatures work for every server version from 1.5.xxx and above. @zxz0O0 Oh well thanks for telling me that now after I finished all the sigs myself (and some from @SuperNovaAO ) Thanks to @litgar for the logfiles I can now look into the XUID bug. Btw did you really make all sigs or only these from dllmain.cpp?
07-10-2012, 08:26
on my servers !stuck kept working since last reboot
but the iPrintLn and iPrintLnbolds that are triggerred by OnPlayerDamaged() still seem to shift as soon as i find some log/proof of this will post it here
Had a life, Got a modem..
If the error happens please also execute 'status' command in rcon.
So far I have a guess what the problem could be. According to this guess all events should pass the 'wrong' Client except OnPlayerConnect.
07-10-2012, 10:14
(07-10-2012, 09:38)zxz0O0 Wrote: If the error happens please also execute 'status' command in rcon. I sent you a report error
07-10-2012, 12:59
maybe this source can help debugging things abit? (just an idea)
CSHARP Code
Had a life, Got a modem..
07-10-2012, 13:09
@pieter I think that would give a huge log spam
I think the problem is 'ClientNum' not matching the EntityNum and therefore other stuff like weapons (it's like this: Client->Entity->Player->Weapon) are not working.
07-10-2012, 14:03
(This post was last modified: 07-10-2012, 14:15 by SuperNovaAO.)
My code additions to the wonderful CoD engine all rely on the first 24 entities in the struct being the clients. The entire engine is made like this, I don't think they would change this.
No, the Entities are still in sync with the ClientInfo as far as I can see (Still finishing games with 160-0).
@SuperNovaAO I am talking about the ClientNum in the Client struct, not about Entity struct.
First 24, even when only 18 players max? And if you don't believe, explain this Quote://Plugin log, used ServerClient.ClientNum property -> 20 (Client Struct) Only other explanation would be that the ClientNum offset is wrong but I doubt that. |
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