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Thread: Native RvS Coding Thread

  1. #31
    Darkone+ Devil of Hell DotProduct's Avatar
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    neither do i.... im probably going to be releasing a lambert skin + stealth retlock in native... will work in pb servers and comes with clear screen

    ive been trying to call functions but im getting absurd errors.... ive been having some odd issues.

    UFunction* pPerfectAim = ((APawn*)Me)->EngineWeapon->FindFunction(FName(TEXT("PerfectAim")),FNAME_Find ); if(pPerfectAim!=NULL) ((APawn*)Me)->EngineWeapon->ProcessEvent(pPerfectAim,NULL,NULL);

    im referring to helios tutorial on how he calls findfunction to look for mycontroller->fire();

    error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FName::FName(wchar_t const *,enum EFindName)" (__imp_??0FName@@QAE@PB_WW4EFindName@@@Z) referenced in function "void __cdecl MyPostRender(class UCanvas *)" (?MyPostRender@@YAXPAVUCanvas@@@Z)

    would anyone have the slightest idea on why i would be getting this?
    Last edited by DotProduct; 8th December 2005 at 13:59. Reason: Automerged Doublepost
    "If everything seems under control, your just not going fast enough" - Mario Andretti

  2. #32
    Software Developer Necromancer of the Light DyslexicCheater's Avatar
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    Try grabbing the function handle using the Ordinal instead of the exported function name.
    Quote Originally Posted by Kp[vL]
    Any code running on the client machine can be overridden with code that behaves in the interest of the client's user, not in the interests of the software owner.

  3. #33
    RAM OFFENSIVE COORDINATOR Devil of Hell
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    KIZZAMP YOU DO NATIVE?

    k thanx

    mpc has been down a while, and i only got your response a month after i posed the question
    Last edited by superdupe; 11th December 2005 at 22:50. Reason: Automerged Doublepost
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  4. #34
    Coder/Creator Golden Dragon
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    Quote Originally Posted by DotProduct
    would anyone have the slightest idea on why i would be getting this?
    u need to change the compiler options.

    right click * Files -> Settings -> C++ -> General -> Preprocessor Definitions

    NDEBUG,_WINDOWS,WIN32,UNICODE,_UNICODE
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  5. #35
    RAM OFFENSIVE COORDINATOR Devil of Hell
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    Quote Originally Posted by drewpaul86
    u need to change the compiler options.

    right click * Files -> Settings -> C++ -> General -> Preprocessor Definitions

    NDEBUG,_WINDOWS,WIN32,UNICODE,_UNICODE

    thanks for your help drew, but unfortunately the problem persists.....
    im not sure what it is, but im also having problems doing pretty much anything with vc++ 2005... i tried t add a damn winamp plugin... when i compile it with vc++ 6.0 its all good, but as soon as i try to do it with 2005, i get these retarded errors...
    Last edited by superdupe; 12th December 2005 at 04:41.
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  6. #36
    Hmm My clan has never had a problem with any of the compiling so IDK what to tell ya :/

  7. #37
    Coder/Creator Golden Dragon
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    Quote Originally Posted by Jack D
    Hmm My clan has never had a problem with any of the compiling so IDK what to tell ya :/

    how bout use vc++ 6.0
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  8. #38
    teh native god Evil One KizZamP-'s Avatar
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    Quote Originally Posted by RuffianSoldier
    Kizzamp - whats your deffinition of calling a function "directly" and indirectly...

    I honostly dont think you have a clue what you are talking about....
    hell... with directly i mean doing something like R6pawn(mycontroller->pawn)->whateverfunction ...that just doesn't work.with indirectly i mean the way that dotproduct typed at the top of the last page with Find.
    kizzamp@visualcoding.com (MSN - No email.)








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  9. #39
    RAM OFFENSIVE COORDINATOR Devil of Hell
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    Quote Originally Posted by drewpaul86
    how bout use vc++ 6.0
    see,with 6.0 i cant compile native stuff.. i get errors (Tarray stuff)...
    when i try to compile the same thing on the same settings, with 8.0, it works, yet im limited to what i can do (ex. i cant use functions like find...)

    its really wierd, if i compile my blackscreen with 6.0, its all good, but the same project compiled with 8.0, and my dll will not load...
    see me for keys

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  10. #40
    Coder/Creator Golden Dragon
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    with the sdk to work for 6.0 u need to modify the tarray's slightly. i'll talk to u later today. i got an exam.
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  11. #41
    i guess i can throw a quick 2 cents in

    TArrayNoInit<ATerrainInfo> Terrains; // <----- Error!!!!!

    TArray<class ATerrainInfo*> Terrains; // <----- Compiles

    hope that helps someone

  12. #42
    Coder/Creator Golden Dragon
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    i think it also comes out as
    class TArray<class ATerrainInfo*>

    get rid of the class TArray and make it just TArray.



    but yea, that's what i was gonna say as well.
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  13. #43
    RAM OFFENSIVE COORDINATOR Devil of Hell
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    sick... thanks for the help
    see me for keys

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  14. #44
    Darkone+ Devil of Hell DotProduct's Avatar
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    i dont know if anyone else is having this problem.... but i cant seem to get anything from AR6Pawn* ... im not sure if my shit is broke or if noone has gotten it working... which i doubt

    it compiles correctly only in game whatever i call or try and edit doesnt change
    Last edited by DotProduct; 17th December 2005 at 00:24.
    "If everything seems under control, your just not going fast enough" - Mario Andretti

  15. #45
    Quote Originally Posted by DotProduct
    i dont know if anyone else is having this problem.... but i cant seem to get anything from AR6Pawn* ... im not sure if my shit is broke or if noone has gotten it working... which i doubt

    it compiles correctly only in game whatever i call or try and edit doesnt change
    i think the FName of a function is a private data member. so instead of using this:

    if(Function->FriendlyName == ENGINE_PostRender)

    use

    if(Function->GetFName() == ENGINE_PostRender)

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