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This board is intended for general programming and scripting discussion. It is NOT the place to discuss Renegade modding unless it involves the C++ code of scripts.dll. It is also not the place to post game mods for download, even if it required programming or scripting to make.
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Author Topic: SSGM plugin; void ObjectHookCall(void *data,GameObject *obj) {  (Read 496 times)
Reborn
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« on: March 07, 2010, 04:05:48 PM »

Does anyone know how to fix the following problem?

void ObjectHookCall(void *data,GameObject *obj)  in the SSGM plugin example is kinda weird when a beacon is created.
Instead of listing the invisible_object that is created first, then the beacon gameobject, it lists the exact same invisible object with the exact same Object ID twice. Meaning you can't use that hook to catch beacons.

However, in SSGM, it does not have this problem. As far as I can see, they are identicle, too.
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Reborn
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« Reply #1 on: March 07, 2010, 09:11:43 PM »

Apparently it's something to do with bhs.dll, because when you place a beacon, it crates an invisible object which in turn creates the beacon object.
No one has the source to bhs.dll anymore, so it's kinda fucked. :-(
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bmruze
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« Reply #2 on: March 12, 2010, 06:01:52 AM »

Someone should find the source to BHS.dll
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