Someone is going to burn. It's just not clear yet who...
| Account Details | |
|---|---|
| SteamID64 | 76561198146150168 |
| SteamID3 | [U:1:185884440] |
| SteamID32 | STEAM_0:0:92942220 |
| Country | Germany |
| Signed Up | January 12, 2019 |
| Last Posted | April 22, 2020 at 11:53 AM |
| Posts | 4 (0 per day) |
| Game Settings | |
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| In-game Sensitivity | 6 |
| Windows Sensitivity | |
| Raw Input | 1 |
DPI |
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Resolution |
1920 x 1080 |
Refresh Rate |
60Hz |
| Hardware Peripherals | |
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| Mouse | Logitech G402 |
| Keyboard | Logitech G610 Brown |
| Mousepad | Ikea |
| Headphones | |
| Monitor | |
qwertyquertyCommunity TF3?
If the community ever developed TF3 I'm sure they wouldn't use the ass-source engine...
That's unfortunate. So it's essentially writing a cheat with somewhat good intensions? Well I don't know if I want to go through the hassle of finding out offsets. Nevertheless thanks for the quick reply :)
I have been programming in C++ for the past 6 years and would like to get started on making Source Engine client plugins in a similiar fashion to P-REC or CastingEssentials. Unfortunately I couldn't find any good resources on the matter. The valve developer wiki page (here) is a stub and even though I'm quite proficient in C++ just looking at the source code of CastingEssentials doesn't reveal anything about building or the basics of plugin development.
So to the plugin developers here: Can you recommend some resources that go through the process of making a (TF2) client plugin?