ill add the code you gave to the funmod server and see what i can do
Had a life, Got a modem..
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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)
![]() Code: using System;
using System.Collections.Generic;
using System.Text;
using Addon;
namespace MW3Test
{
public class Class1 : CPlugin
{
public override ChatType OnSay(string Message, ServerClient Client)
{
ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnSay: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum));
string lowMsg = Message.ToLower();
if (lowMsg.Equals("!itsnotmoditsplugin"))
{
ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence start triggerred by:" + Client.Name + " (" + Client.ClientNum + ")");
ServerCommand("status");
iPrintLn("Its not mod its plugin", Client);
iPrintLnBold("Its not mod its plugin", Client);
TellClient(Client.ClientNum, "Its not mod its plugin!",false);
ServerSay(Client.Name + " (" + Client.ClientNum + ") said its not a mod, its plugin!",false);
Client.Other.EnableNightvision(true);
Client.Other.UAVEnabled = true;
Client.Other.EnableNoclip(true);
Client.Other.SetPerk(GetPerk("blindeye"));
PlaySoundOnPlayer(Client, "freefall_death");
ServerCommand("status");
ServerCommand("say \"Hello! " + Client.Name+ "!\"");
ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence start ended for:" + Client.Name + " (" + Client.ClientNum + ")");
}
if (lowMsg.Equals("!itsnotpluginitsmod"))
{
ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence end triggerred by:" + Client.Name + " (" + Client.ClientNum + ")");
ServerCommand("status");
iPrintLn("Its not plugin its mod", Client);
iPrintLnBold("Its not plugin its mod", Client);
TellClient(Client.ClientNum, "Its not plugin its mod!", false);
ServerSay(Client.Name + " (" + Client.ClientNum + ") said its not a plugin, its mod!", false);
Client.Other.EnableNightvision(false);
Client.Other.UAVEnabled = false;
Client.Other.EnableNoclip(false);
Client.Other.SetPerk(GetPerk("fastreload"));
PlaySoundOnPlayer(Client, "freefall_death");
ServerCommand("say \"bye! " + Client.Name + "!\"");
ServerCommand("status");
ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence end ended for:" + Client.Name + " (" + Client.ClientNum + ")");
}
return ChatType.ChatContinue;
}
public override void OnPlayerSpawned(ServerClient Client)
{
ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnPlayerSpawned: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum));
ServerCommand("status");
}
public override void OnPlayerConnect(ServerClient Client)
{
ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnPlayerConnect: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum));
ServerCommand("status");
}
}
}
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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