mod authors should *not* be limited or restricted by plug-in authors.
plug-in authors *should* be limited and restricted by mod authors >:)


On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks <[EMAIL PROTECTED]> wrote:
> So in short, as long as everybody does not touch the cBaseEntity and
> cBasePlayer but make an own class to derive from it, the plugins will be
> safe...
>
> The irony! :)
>
> ===============================================
> Stefan Hendriks
> FunDynamic & RealBot
> http://www.fundynamic.nl
> http://realbot.bots-united.com
> http://www.bots-united.com
>
> ===============================================
>
> -----Oorspronkelijk bericht-----
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"
> Broome
> Verzonden: maandag 10 januari 2005 0:13
> Aan: hlcoders@list.valvesoftware.com
> Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?
>
>
> S. Hendriks wrote:
> > This question is for Valve guys actually;
>
> ...but others can answer it also.
>
> > My concern is, how does Valve think about this, and , will this cause
> > trouble later on the road? I can see problems arise when a mod update
> > has some updates in the cBaseEntity and cBasePlayer classes, and we
> > are basicly messed up?
>
> This only works because you have a definition of the CBaseEntity and
> CBasePlayer class.  As long as MOD teams don't change these, things will
> probably work fine.  As soon as someone adds or removes member variables
> and/or functions to these classes, your plugin's version of these
> classes will differ from the MOD's version of these classes.
>
> If it was a perfect world, there would be some way to "freeze" these
> classes in the SDK so that MOD authors would not touch them.  Since you
> can't do that, you can't guarantee that things won't crash when you
> start accessing variables or functions within a class that you don't
> have a proper class definition for.
>
> There has been some speculation that MOD's COULDN'T change CBaseEntity
> even if they wanted to because the engine depended on this class (i.e.
> was also compiled with this class definition).  If a MOD team changed
> CBaseEntity, the engine's definition would differ from the MOD's
> definition and the game would crash.  No proof of this theory was
> presented and I have not been able to find any engine interface that
> relied on the CBaseEntity class definition as it exists in the SDK
> source code (but I haven't spent a lot of time looking so perhaps the
> engine does have a dependency on CBaseEntity).
>
> > Also, with the VAC going to hit the scene again, this might get caught
>
> > as 'a cheating program'? Obviously this is not the intention!
>
> No.  VAC checks for modified code on the clients.  VAC doesn't check for
> hacks on the server (there really isn't a good way to do this).  Server
> operators are completely free to install their own plugins that give
> them "special abilities" that aren't available to other clients.  For
> example, I could create a plugin that constantly refreshes my health
> when it gets low.  This plugin would allow me to cheat, but would only
> allow me to cheat on my own server.  Anybody that had installed
> Admin-MOD for Half-Life knows what types of things are possible through
> plugins, but these aren't caught by VAC.
>
> --
> Jeffrey "botman" Broome
>
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