Problems with orpheu module

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Код:
AMX Mod X 1.9.0.5294 (http://www.amxmodx.org)
Authors:
        David "BAILOPAN" Anderson, Pavol "PM OnoTo" Marko
        Felix "SniperBeamer" Geyer, Jonny "Got His Gun" Bergstrom
        Lukasz "SidLuke" Wlasinski, Christian "Basic-Master" Hammacher
        Borja "faluco" Ferrer, Scott "DS" Ehlert
Compiled: Dec  3 2021 22:52:28
Built from: https://github.com/alliedmodders/amxmodx/commit/363871a8
Build ID: 5294:363871a8
Core mode: JIT+ASM32
Код:
Metamod-r v1.3.0.128, API (5:13)
Metamod-r build: 15:47:38 Aug 24 2018
Metamod-r from: https://github.com/theAsmodai/metamod-r/commit/0cf2f70
Код:
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.11.0.776-dev
Build date: 19:38:11 Apr 20 2022 (2930)
Build from: https://github.com/dreamstalker/rehlds/commit/3dc9f8c
Код:
ReGameDLL version: 5.21.0.573-dev
Build date: 15:52:15 Mar 11 2022
Build from: https://github.com/s1lentq/ReGameDLL_CS/commit/0b08d9c
Hi. I put this module ( orpheus ) on the server, it works, but when I want to use a pause plugin ( I will attach it below ) I get these errors.
Код:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>
#include <hamsandwich>
#include <cstrike>
#include <orpheu>
#include <orpheu_memory>
#include <objective_reset>

#if !defined _orpheu_included
    #assert "orpheu.inc library required ! Get it from https://forums.alliedmods.net/showthread.php?t=116393"
#endif

#if !defined _orpheu_memory_included
    #assert "orpheu_memory.inc library required ! Get it from https://forums.alliedmods.net/showthread.php?t=116393"
#endif

#if !defined _objective_reset_included
    #assert "objective_reset.inc library required ! Get it from https://forums.alliedmods.net/showthread.php?t=234986"
#endif

#define PluginName    "Reset Objective"
#define PluginVersion "0.1"
#define PluginAuthor  "HamletEagle"

//Alter GameRules offsets
#define get_gamerules_data(%0)       OrpheuMemoryGetAtAddress(g_pGameRules, %0)
#define set_gamerules_data(%0,%1)    OrpheuMemorySetAtAddress(g_pGameRules, %0, 1, %1)

#if AMXX_VERSION_NUM < 183
const INT_BYTES = 4
const BYTE_BITS = 8

stock bool:get_pdata_bool(ent, charbased_offset, intbase_linuxdiff = 5)
{
    return !!(get_pdata_int(ent, charbased_offset / INT_BYTES, intbase_linuxdiff) & (0xFF<<((charbased_offset % INT_BYTES) * BYTE_BITS)))
}

stock set_pdata_bool(ent, charbased_offset, _:value, intbase_linuxdiff = 5)
{
    value &= 0xFF
    new int_offset_value = get_pdata_int(ent, charbased_offset / INT_BYTES, intbase_linuxdiff)
    new bit_decal = (charbased_offset % INT_BYTES) * BYTE_BITS
    int_offset_value &= ~(0xFF<<bit_decal) // clear byte
    int_offset_value |= value<<bit_decal
    set_pdata_int(ent, charbased_offset / INT_BYTES, int_offset_value, intbase_linuxdiff)
}
#endif

enum CustomForwards
{
    ObjectiveResetted,
    RoundTimeChanged
}

enum _:OrpheuFunctions
{
    OrpheuFunction:InstallGameRules,
    OrpheuFunction:PickNextVip,         //CHalfLifeMultiplay
    OrpheuFunction:RePosition,          //CHostage
    OrpheuFunction:GiveC4,              //CHalfLifeMultiplay
    OrpheuFunction:CheckWinConditions,  //CHalfLifeMultiplay
    OrpheuFunction:ResetMaxSpeed,       //CBasePlayer
}

new OrpheuFunction:HandleHooks[OrpheuFunctions]
new HandleCForwards[CustomForwards]

new const ObjectiveNames[][] =
{
    "",
    "Timer",
    "Bomb",
    "Vip Assasination",
    "Hostages Rescue",
    "Escape"
}

new const ClassName       [] = "classname"
new const HostageClassName[] = "hostage_entity"
new const GrenadeClassName[] = "grenade"

//This are full offsets, except the last one     
const m_bEscaped          = 836 //Player offset, used in both as and es maps. It is set to true for the player that escape
const m_bStartDefuse      = 384 //Player offset                                                                         
const m_bIsDefusing       = 929 //Player offset                                                                        
const m_bJustBlew         = 432 //Grenade offset                                                                       
const m_bIsC4             = 385 //Grenade offset                                                                       
const m_pBombDefuser      = 388 //Grenade offset                                                                       
const m_flDefuseCountDown = 99  //Grenade offset

new gmsgRoundTime
new gmsgBombPickup
new gmsgShowTimer
new gmsgScoreAttrib
new gmsgBarTime

new CvarMpRoundTime
new CvarMpFreezeTime
new CvarSendHookableCalls
new CvarSendReliableMessages
new CvarShowChatMessage

new g_pGameRules
new MaxPlayers

new bool:InFreezeTime         = true
new bool:SendReliableMessages = true
new bool:SendHookableCalls    = false

public plugin_precache()
{
    new OrpheuFunction:InstallGameRules = OrpheuGetFunction("InstallGameRules")
    OrpheuRegisterHook(InstallGameRules,"OnInstallGameRules",OrpheuHookPost)
}

public OnInstallGameRules()
{
    g_pGameRules = OrpheuGetReturn()
}

public plugin_init()
{
    register_plugin
    (
        .plugin_name    = PluginName,
        .version        = PluginVersion,
        .author         = PluginAuthor
    )
 
    register_concmd("SetRoundTime"  , "ClientCommand_SetRoundTime"  , ADMIN_RCON, "Set round time to a specific value")
    register_concmd("GetRoundTime"  , "ClientCommand_GetRoundTime"  , ADMIN_RCON, "Get current round time in seconds")
    register_concmd("ResetObjective", "ClientCommand_ResetObjective", ADMIN_RCON, "Reset current objective as it was at the beginning of the round")
 
    register_event("HLTV", "OnNewRound_Event", "a", "1=0", "2=0")
    register_logevent("OnRoundStart_Event", 2, "1=Round_Start")
 
    CvarMpRoundTime          = get_cvar_pointer("mp_roundtime"             )
    CvarMpFreezeTime         = get_cvar_pointer("mp_freezetime"            )
    CvarSendHookableCalls    = register_cvar("OR_SendHookableCalls"   , "0")
    CvarShowChatMessage      = register_cvar("OR_ShowChatMessage"     , "1")
    CvarSendReliableMessages = register_cvar("OR_SendReliableMessages", "1")
 
    gmsgBombPickup  = get_user_msgid("BombPickup")
    gmsgShowTimer   = get_user_msgid("ShowTimer")
    gmsgRoundTime   = get_user_msgid("RoundTime")
    gmsgScoreAttrib = get_user_msgid("ScoreAttrib")
    gmsgBarTime     = get_user_msgid("BarTime")
 
    /**
        *  Send when an objective was resetted
        *
        *  @param Objective     The objective to restart.
        *  @return              Forward does not care about the return value
    */
 
    HandleCForwards[ObjectiveResetted] = CreateMultiForward("OnObjectiveReset"  , ET_IGNORE, FP_CELL)
 
    /**
        *  Send when time is changed.
        *
        *  @param TimeType            1 if in freezetime, 0 otherwise
        *  @param OldRoundTime        The round time before change occured.
        *  @param NewRoundTime        The round time after change occured.
        *  @param RemainedTime        The remained time from the round.
        *  @return                    Forward does not care about the return value
    */
 
    HandleCForwards[RoundTimeChanged ] = CreateMultiForward("OnRoundTimeChanged", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL)
 
    if(HandleCForwards[ObjectiveResetted] < 0)
    {
        log_error(AMX_ERR_NATIVE, "Reset objective forward failed to create")
    }
 
    if(HandleCForwards[RoundTimeChanged] < 0)
    {
        log_error(AMX_ERR_NATIVE, "Round time changed forward failed to create")
    }
 
    MaxPlayers = get_maxplayers()
 
    /*
        * RePosition
            | Called from CHalfLifeMultiplay::RestartRound for resetting hostages to their old position.
            | This handle all cases in which a hostage is not at his spawn place:
                → Rescued
                → Killed
                → Moved by a CT somewhere in the map
            | Hostages are not respawned every round, they are resetted to their old positions.
     
        * PickNextVip
            | Called from CHalfLifeMultiplay::RestartRound for removing the old vip and choosing a new one, if needed.
            | This functions free vip queue and check if the current vip was vip for more than two times in a row.
            | If above is true, it calls ResetCurrentVIP and MakeVip to reset and make a new vip.
            | If not, it checks if in the server is a valid vip(with m_pVIP offset). If no, one is choosed.
         
        * GiveC4
            | Called from CHalfLifeMultiplay::RestartRound and CBasePlayer::JoiningThink.
            | If a bomber is not found, this function give C4 to a random player.
     
        * CheckWinConditions
            | Called from several places, this function decide which team will win.
            | It decides based on the objective(fullfiled or no) or team extermination.
            | This function does not deal with round time, this is done inside CHalfLifeMultiplay::Think
     
        * ResetMaxSpeed
            | When you stop defusing, this function is called in order to reset your speed to default one.
            | It is called from more places, but here is the case in which we are interested.
 
    */
 
    HandleHooks[RePosition]         = OrpheuGetFunction("RePosition"                                , "CHostage"          )
    HandleHooks[PickNextVip]        = OrpheuGetFunction("PickNextVip"                               , "CHalfLifeMultiplay")
    HandleHooks[GiveC4]             = OrpheuGetFunctionFromObject(g_pGameRules, "GiveC4"            , "CGameRules"        )
    HandleHooks[CheckWinConditions] = OrpheuGetFunctionFromObject(g_pGameRules, "CheckWinConditions", "CGameRules"        )
    HandleHooks[ResetMaxSpeed]      = OrpheuGetFunctionFromClass("player"     , "ResetMaxSpeed"     , "CBasePlayer"       )
}

public plugin_cfg()
{
    //Default cfg files should be loaded now and any change will be taken into account. Cache right now, this is not something which should be changed too often
    SendHookableCalls     = !!clamp(get_pcvar_num(CvarSendHookableCalls)   , 0, 1)
    SendReliableMessages  = !!clamp(get_pcvar_num(CvarSendReliableMessages), 0, 1)
}

public plugin_end()
{
    /*
        | AMXX should free all handles by default.
        | But, doing it manually is good practice and also avoid memory leacks
    */
 
    new Size = sizeof HandleCForwards
    for(new i; i < Size; i++)
    {
        if(HandleCForwards[CustomForwards:i] > 0)
        {
            DestroyForward(HandleCForwards[CustomForwards:i])
        }
    }
}

public plugin_natives()
{
    register_library("objective_reset")
    register_native("ResetObjective", "OnObjectiveReset_Native", false)
    register_native("SetRoundTime"  , "OnSetRoundTime_Native"  , false)
    register_native("GetRoundTime"  , "OnGetRoundTime_Native"  , false)
}

/**
    *  Reset the current objective.
    *
    *  @param Objective     The objective to restart.
    *  @return              1 if operation was succesfull, 0 otherwise
*/
public OnObjectiveReset_Native(const PluginIndex, const PluginParams)
{
    if(PluginParams != 1)
    {
        log_error(AMX_ERR_NATIVE, "Invalid param count. Expected 1, got: %i", PluginParams)
        return PLUGIN_CONTINUE
    }
 
    new ObjectiveToReset = get_param(1)
 
    if(Obj_ResetTimer <= ObjectiveToReset <= Obj_DetectObjective)
    {
        ResetCurrentObjective(0, ObjectiveToReset)
        return PLUGIN_HANDLED
    }
    else
    {
        log_error(AMX_ERR_NATIVE, "Native called with unknown objective %i. See the enum from include file for valid ones", ObjectiveToReset)
        return PLUGIN_CONTINUE
    }
 
    return PLUGIN_CONTINUE
}

/**
    *  Alter the round time value.
    *
    *  @param Time    The time that will be used.
    *  @param Add     If 1 the time will be added to current time, 0 means set.
    *  @return        1 if operation was succesfull, 0 otherwise
*/
public OnSetRoundTime_Native(const PluginIndex, const PluginParams)
{
    if(PluginParams != 2)
    {
        log_error(AMX_ERR_NATIVE, "Invalid param count. Expected 2, got: %i", PluginParams)
        return PLUGIN_CONTINUE
    }
 
    enum
    {
        Param_Id,
        Param_Time,
        Param_Add
    }
 
    SetNewRoundTime(Param_Id, get_param(Param_Time), clamp(get_param(Param_Add), 0, 1))
    return PLUGIN_HANDLED
}

/**
    *  Return the value of round time/freeze time in seconds
    *
    *  @param       No params
    *  @return      Round time in seconds or -1 on failure     
*/
public OnGetRoundTime_Native(const PluginIndex, const PluginParams)
{
    if(PluginParams)
    {
        log_error(AMX_ERR_NATIVE, "Invalid param count. Expected 0, got: %i", PluginParams)
        return -1
    }
 
    new Float:RoundStartTime = Float:get_gamerules_data("m_fRoundCount")
    return floatround(get_gamerules_data("m_iRoundTimeSecs") - get_gametime() + RoundStartTime)
}

public ClientCommand_SetRoundTime(id, level, cid)
{
    if(!cmd_access(id, level, cid, 3))
    {
        return PLUGIN_HANDLED
    }
 
    enum CommandData {Time, Type}
 
    new CommandArguments[CommandData][10]
    read_argv(1, CommandArguments[Time], charsmax(CommandArguments[]))
    read_argv(2, CommandArguments[Type], charsmax(CommandArguments[]))
 
    SetNewRoundTime(id, str_to_num(CommandArguments[Time]), clamp(str_to_num(CommandArguments[Type]), 0, 1))
    return PLUGIN_HANDLED
}

SetNewRoundTime(id, NewTime, Add)
{
    new Float:RoundStartTime  = Float:get_gamerules_data("m_fRoundCount")
    new Float:CurrentGameTime = get_gametime()
    new RoundTime = get_gamerules_data("m_iRoundTimeSecs"), RemainedTime
 
    if(NewTime > 546 * 60)
    {
        if(id)
        {
            //This message should be send only if a player altered the round time
            console_print(id, "You set a value bigger than 546 minutes, the timer will display 00:00")
        }
    }
 
    /*
        | Time is calculated by CHalfLifeMultiplay::Think with the fallowing formula:
        | m_iRoundTimeSecs - gpGlobals->time + m_fRoundCount
        | m_iRoundTimeSecs holds the total seconds in a round ; gpGlobals->time retrieve the time in seconds since map start; m_fRoundCount is the time when the round begun
        | To vizualize better, it can be rewritten to: m_iRoundTimeSecs -(gpGlobals->time - m_fRoundCount)
        | So, from the total ammount of seconds it substracts the played ones.
 
    */
 
    if(Add)
    {
        //Time should be added, to increase it is enough to modify m_iRoundTimeSecs offset
        new FullTime = RoundTime + NewTime
        set_gamerules_data("m_iRoundTimeSecs", FullTime)
     
        RemainedTime =  floatround(FullTime - CurrentGameTime + RoundStartTime)
        console_print(id, "You have %s %i seconds to %s", NewTime >= 0 ? "added" : "substracted", NewTime, InFreezeTime ? "freeze time" : "round time")
    }
    else
    {
        /*
            | When setting, only positive time is allowed. Also, the timer doesn't like when you directly pass 0, so we force it to 1.
            | I guess this is because it thinks that the new round already started, but didn't check in deep.
            | We need to know what is the theoretical value of m_iRoundTimeSecs for which the round time is equal to the wanted time.
            | m_iRoundTimeSecs - gpGlobals->time + m_fRoundCount = NewTime => m_iRoundTimeSecs = NewTime - m_fRoundCount + gpGlobals->time
        */
     
        if(NewTime <= 0)
        {
            NewTime = 1
        }
        set_gamerules_data("m_iRoundTimeSecs", floatround(NewTime + CurrentGameTime - RoundStartTime))
     
        RemainedTime = NewTime
        console_print(id, "You have set %s to %i seconds", InFreezeTime ? "freeze time" : "round time",  NewTime)
    }
 
    SendRoundTimeMessage .Time = RemainedTime, .Reliable = SendReliableMessages
 
    if(HandleCForwards[RoundTimeChanged] > 0)
    {
        new ReturnType
        ExecuteForward(HandleCForwards[RoundTimeChanged], ReturnType, InFreezeTime, RoundTime, get_gamerules_data("m_iRoundTimeSecs"), RemainedTime)
    }
}
public ClientCommand_GetRoundTime(id, level, cid)
{
    if(!cmd_access(id, level, cid, 1))
    {
        return PLUGIN_HANDLED
    }
 
    new Float:RoundStartTime = Float:get_gamerules_data("m_fRoundCount")
    console_print(id, "Remained time(in seconds): %i from %s", floatround(get_gamerules_data("m_iRoundTimeSecs") - get_gametime() + RoundStartTime), InFreezeTime ? "freeze time" : "round time")
    return PLUGIN_HANDLED
}

public ClientCommand_ResetObjective(id, level, cid)
{
    if(!cmd_access(id, level, cid, 2))
    {
        return PLUGIN_HANDLED
    }
 
    new ObjectiveToReset[10], ResetType
    read_argv(1, ObjectiveToReset, charsmax(ObjectiveToReset))
 
    switch(ObjectiveToReset[0])
    {
        case 't', 'T', '1' : ResetType = Obj_ResetTimer
        case 'b', 'B', '2' : ResetType = Obj_ResetBomb
        case 'v', 'V', '3' : ResetType = Obj_ResetVip
        case 'h', 'H', '4' : ResetType = Obj_ResetHostages
        case 'e', 'E', '5' : ResetType = Obj_ResetEscape
        case 'd', 'D', '6' : ResetType = Obj_DetectObjective
        default            : ResetType = Obj_InvalidObjective
    }
 
    if(ResetType != Obj_InvalidObjective)
    {
        ResetCurrentObjective(id, ResetType)
    }
    else
    {
        console_print(id, "Invalid objective specified^nValid types are:")
        console_print(id, "^t[timer/Timer/1]^n^t[bomb/Bomb/2]^n^t[vip/Vip/3]^n^t[hostages/Hostages/4]^n^t[escape/Escape/5]^n^t[detect/Detect/6]")
    }
    return PLUGIN_HANDLED
}

ResetCurrentObjective(id, ResetType)
{
    new bool:SuccesfullReset
 
    switch(ResetType)
    {
        case Obj_ResetTimer:
        {
            /*
                | This also work with freezetime, we just need to know if players are in freezetime or not
                | Setting m_fRoundCount to current time will result in round being resetted
                | m_iRoundTimeSecs - get_gametime + get_gametime = m_iRoundTimeSecs
                | m_iRoundTimeSecs is set to default round time.
            */
         
            new RoundTime
            if(InFreezeTime)
            {
                RoundTime = get_pcvar_num(CvarMpFreezeTime)
                console_print(id, "You have just reset freeze time to %i seconds", RoundTime)
            }
            else
            {
                RoundTime = get_pcvar_num(CvarMpRoundTime) * 60
                console_print(id, "You have just reset round time to %i seconds", RoundTime)
            }
         
            set_gamerules_data("m_fRoundCount", get_gametime())
            set_gamerules_data("m_iRoundTimeSecs", RoundTime)
         
            SendRoundTimeMessage .Time = RoundTime, .Reliable = true
         
            SuccesfullReset = true
        }
        case Obj_ResetBomb:
        {
            new GrenadeEntity = FM_NULLENT
         
            while((GrenadeEntity = engfunc(EngFunc_FindEntityByString, GrenadeEntity, ClassName, GrenadeClassName)))
            {
                if(pev_valid(GrenadeEntity) && get_pdata_bool(GrenadeEntity, m_bIsC4))
                {
                    if(!get_pdata_bool(GrenadeEntity, m_bJustBlew))
                    {
                        new DefuserIndex
                        if(1 <= (DefuserIndex = get_pdata_ent(GrenadeEntity, m_pBombDefuser)) <= MaxPlayers)
                        {
                            SendHookableCalls ?
                                OrpheuCallSuper(HandleHooks[ResetMaxSpeed], DefuserIndex) :
                                OrpheuCall(HandleHooks[ResetMaxSpeed], DefuserIndex)
                         
                            set_pdata_bool(DefuserIndex, m_bIsDefusing, false)
                            set_pdata_bool(DefuserIndex, m_bStartDefuse, false)
                            set_pdata_float(GrenadeEntity, m_flDefuseCountDown, 0.0)
                         
                            message_begin(SendReliableMessages ? MSG_ONE : MSG_ONE_UNRELIABLE, gmsgBarTime, _, DefuserIndex)
                            {
                                write_short(0)
                                message_end()
                            }
                        }
                     
                        engfunc(EngFunc_RemoveEntity, GrenadeEntity)
                     
                        SendHookableCalls ?
                            OrpheuCallSuper(HandleHooks[GiveC4], g_pGameRules) :
                            OrpheuCall(HandleHooks[GiveC4], g_pGameRules)
                     
                        message_begin(SendReliableMessages ? MSG_ALL : MSG_BROADCAST, gmsgBombPickup)
                        {
                            message_end()
                        }
                     
                        message_begin(SendReliableMessages ? MSG_ALL : MSG_BROADCAST, gmsgShowTimer)
                        {
                            message_end()
                        }
                 
                        SuccesfullReset = true
                    }
                    break
                }
            }
        }
        case Obj_ResetHostages:
        {
            new HostageEnt = FM_NULLENT
         
            while((HostageEnt = engfunc(EngFunc_FindEntityByString, HostageEnt, ClassName, HostageClassName)))
            {
                if(pev_valid(HostageEnt))
                {
                    if(!SuccesfullReset)
                    {
                        SuccesfullReset = true
                    }
             
                    SendHookableCalls ?
                        OrpheuCallSuper(HandleHooks[RePosition], HostageEnt) :
                        OrpheuCall(HandleHooks[RePosition], HostageEnt)
                }
            }
         
            if(SuccesfullReset)
            {
                set_gamerules_data("m_iHostagesRescued", 0)
                set_gamerules_data("m_iHostagesTouched", 0)
            }
        }
        case Obj_ResetVip:
        {
            new Players[32], Num
            get_players(Players, Num, "ae", "CT")
         
            if(Num > 1)
            {
                new OldVip = get_gamerules_data("m_pVIP")
             
                if(is_user_alive(OldVip) && !get_pdata_bool(OldVip, m_bEscaped))
                {
                    //RemoveCurrentVIP does not fix the score attrib and armor
                    message_begin(SendReliableMessages ? MSG_ALL : MSG_BROADCAST, gmsgScoreAttrib)
                    {
                        write_byte(OldVip)
                        write_byte(0)
                        message_end()
                    }
                 
                    cs_set_user_armor(OldVip, 100, CS_ARMOR_KEVLAR)
                    cs_set_user_bpammo(OldVip, CSW_USP, 24)
                    cs_set_weapon_ammo(find_ent_by_owner(-1, "weapon_usp", OldVip), 12)
                 
                    /*
                        |   The function will choose the next vip and reset the current one if this offset is above 2.
                        |   We force that by altering the offset.
                        |   I don't like much that, but there is no other way. Also, I believe it won't fuck up something
                        |   The offset is immediately resetted to 0 and increased. This is default game behaviour.
                    */
                 
                    set_gamerules_data("m_iConsecutiveVip", 3)
                 
                    SendHookableCalls ?
                        OrpheuCallSuper(HandleHooks[PickNextVip], g_pGameRules) :
                        OrpheuCall(HandleHooks[PickNextVip], g_pGameRules)
                     
                    set_gamerules_data("m_iConsecutiveVip", get_gamerules_data("m_iConsecutiveVip") + 1)
                 
                    new NewVip = get_gamerules_data("m_pVIP")
                 
                    if(1 <= NewVip <= MaxPlayers)
                    {
                        SendHookableCalls ?
                            ExecuteHamB(Ham_CS_RoundRespawn, NewVip) :
                            ExecuteHam(Ham_CS_RoundRespawn, NewVip)
                     
                        SuccesfullReset = true
                    }
                }
            }
        }
        case Obj_ResetEscape:
        {
            new Escapers = get_gamerules_data("m_iHaveEscaped")
         
            if(Escapers > 0)
            {
                new Float:RequieredEscapeRation = Float:get_gamerules_data("m_flRequiredEscapeRatio")
             
                if(Escapers / float(get_gamerules_data("m_iNumEscapers")) < RequieredEscapeRation)
                {
                    new Players[32], Num, index
                    get_players(Players, Num, "ae", "TERRORIST")
         
                    for(new i; i < Num; i++)
                    {
                        index = Players[i]
                        if(get_pdata_bool(index, m_bEscaped))
                        {
                            set_pdata_bool(index, m_bEscaped, false)
                     
                            SendHookableCalls ?
                                ExecuteHamB(Ham_CS_RoundRespawn, index) :
                                ExecuteHam(Ham_CS_RoundRespawn, index)
                        }
                    }
 
                    set_gamerules_data("m_iHaveEscaped", 0)
                    SuccesfullReset = true
                }
            }
        }
        case Obj_DetectObjective:
        {
            static Objective
            static bool:AlreadyDetected
         
            if(!AlreadyDetected)
            {
                //The first found objective will be returned, for map with more objectives write manually the identifier
                if(get_gamerules_data("m_bMapHasBombTarget"))
                {
                    Objective = Obj_ResetBomb
                }
                else if(get_gamerules_data("m_bMapHasRescueZone"))
                {
                    Objective = Obj_ResetHostages
                }
                else if(get_gamerules_data("m_iMapHasVIPSafetyZone") == 1) //Game sets this offset to 1 if safety zone is found and to 2 if not
                {
                    Objective = Obj_ResetVip
                }
                else if(get_gamerules_data("m_bMapHasEscapeZone"))
                {
                    Objective = Obj_ResetEscape
                }
                else
                {
                    Objective = Obj_ResetTimer
                }
             
                AlreadyDetected = true
                console_print(id, "Objective %s was auto-detected.", ObjectiveNames[Objective])
            }
         
            ResetCurrentObjective(id, Objective)
        }
    }
 
    if(SuccesfullReset)
    {
        if(ResetType != Obj_ResetTimer)
        {
            console_print(id, "You have just reset the %s objective", ObjectiveNames[ResetType])
        }
        if(get_pcvar_num(CvarShowChatMessage))
        {
            client_print(0, print_chat, "Objective %s was resetted.", ObjectiveNames[ResetType])
        }
     
        if(HandleCForwards[ObjectiveResetted] > 0)
        {
            new ReturnType
            ExecuteForward(HandleCForwards[ObjectiveResetted], ReturnType, ResetType)
        }
     
        //Recheck everything or bugs could appear
        SendHookableCalls ?
            OrpheuCallSuper(HandleHooks[CheckWinConditions], g_pGameRules) :
            OrpheuCall(HandleHooks[CheckWinConditions], g_pGameRules)
 
    }
}

public OnNewRound_Event()
{
    InFreezeTime   = true
}

public OnRoundStart_Event()
{
    InFreezeTime = false
}

SendRoundTimeMessage(Time, bool:Reliable)
{
    message_begin(Reliable ? MSG_ALL : MSG_BROADCAST, gmsgRoundTime)
    {
        write_short(Time)
        message_end()
    }
}
Errors :

Код:
L 05/19/2022 - 12:40:23: -------- Mapchange to de_dust2 --------
L 05/19/2022 - 12:40:23: [ORPHEU] Function "InstallGameRules" not found
L 05/19/2022 - 12:40:23: [AMXX] Displaying debug trace (plugin "objective.amxx", version "unknown")
L 05/19/2022 - 12:40:23: [AMXX] Run time error 10: native error (native "OrpheuGetFunction")
L 05/19/2022 - 12:40:23: [AMXX]    [0] objective.sma::plugin_precache (line 114)

L 05/19/2022 - 12:40:25: [ORPHEU] Function "CHostage::RePosition" not found
L 05/19/2022 - 12:40:25: [AMXX] Displaying debug trace (plugin "objective.amxx", version "unknown")
L 05/19/2022 - 12:40:25: [AMXX] Run time error 10: native error (native "OrpheuGetFunction")
L 05/19/2022 - 12:40:25: [AMXX]    [0] objective.sma::plugin_init (line 214)
The archive is taken directly from the forum. I have copied everything in the archive as required. Here is the InstallGameRules file

Код:
\cstrike\addons\amxmodx\configs\orpheu\functions
Here's the signature of this file.

Код:
{
    "name" : "InstallGameRules",
    "library" : "mod",
    "return" :
    {
        "type" : "CHalfLifeMultiplay *"
    },
    "identifiers":
    [
        {
            "os" : "windows",
            "mod" : "cstrike",
            "value" : [0x68,0x8c,0xea,"*",0xa,0xff,0x15,0xdc,0x23,"*",0xa,0x83,0xc4,0x4,0xff,0x15,0xe0,0x23,"*",0xa,0xa1,0xb8,0x25]
        },
        {
            "os" : "linux",
            "mod" : "cstrike",
            "value" : "InstallGameRules__Fv"
        }
    ]
}
 
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