Code: Show/Hide INSERT INTO Usage (ServerID,PlayerCount,UsageStamp) VALUES (%d,%d,%s) INSERT INTO Usage (ServerID,PlayerCount,UsageStamp) VALUES (0,%d,%s) UPDATE Users SET Banner='%s' WHERE UserID=%d INSERT INTO Security (UserID,ServerID,MessageText,MessageTime) VALUES (-1,%d,'%s',%s) INSERT INTO Security (UserID,ServerID,MessageText,MessageTime) VALUES (%d,%d,'%s',%s) INSERT INTO Messages (FromUserID,ToUserID,ServerID,MessageText,MessageTime) VALUES (%d,%d,%d,'%s',%s) UPDATE Users SET Squad='%s' WHERE UserID=%d INSERT INTO Squads (SquadName,SquadPassword,SquadCreatorID) VALUES ('%s','%s',%d) UPDATE Users SET Squad='' WHERE UserID=%d UPDATE Users SET Squad='' WHERE Squad='%s' DELETE FROM Squads WHERE SquadName='%s' UPDATE Users SET Squad='' WHERE Alias='%s' AND Squad='%s' UPDATE Squads SET SquadPassword='%s' WHERE SquadName='%s' UPDATE Users SET Password='%s' WHERE UserID=%d |
Code: Show/Hide EXECUTE StandardUserLogOut @pUserID=%d,@pDeltaSeconds=%d,@pLastMachineID=%d,@pLastTimeZoneBias=%d,@pLastIP='%s',@pServerID=%d,@pReason=%d,@pPacketLossS2C=%d,@pPacketLossC2S=%d,@pPing=%d,@pLatency=%d,@pZoneData=0x%sFF,@pScoreID=%d EXECUTE StandardScoreUpdate @pZoneData=0x%sFF,@pScoreID=%d,@pUserID=%d |
fatrolls wrote: |
Why would you want to Sleep for 0 anyways it doesn't do anything afaik. |
fatrolls wrote: |
It contains for squad commands the message *UNKNOWN* which is the same as in SSC makes me think SSC Biller is just a patched Subbill for SSC Billing server. |
Cheese wrote: |
if you ever start working on subgame:
an extremely huge problem with subgame is that there is a traffic limiter that crashes the zone if a sysop sends commands too quickly |
cycad wrote: |
[..]
This is pretty easy to patch, such as at https://github.com/cycad/SubGame-Addon, but the real issue is that PriitK is unwilling/unresponsive to using any patched server (or client for that matter). This unfortunately leads to patches having no impact. |
CypherJF wrote: |
I remember working with this when you sent it to me a while ago but I guess I was looking to see if it was possible for more call backs to be added for all the game events (detect if a player dies, spawns, moves, etc). Conceptually this is interesting but not knowing asm to know how to further expand on it (or if it's even possible) leaves it to very limited use? |
cycad wrote: |
It's a thread yield. |
Code: Show/Hide subgame2 /SPAWN notepad |
Code: Show/Hide subgame2 /SPAWN subgame2 |