Yea, that one :D

2008/12/22 Skyler Clark <sky3...@comcast.net>

> From an actual game architecture perspective I agree with you, but for ease
> of development I don't.
> CSDKPlayer is like a second layer BasePlayer. It provides the basics, as
> you
> say.
>
> If you wanted to keep it at the same level, you should make your own
> extension to the BasePlayer and just copy over any code that you are going
> to use. If you're just renaming it you are just accomplishing the same
> thing
> as extending the class (you get all the same functionality), but your code
> will mixed in and hard to maintain. Extending will provide one extra level
> of inheritence which will provide no noticable difference in performance
> but
> will allow your code base to be cleaner and more easily maintained.
>
> -Skyler Clark
>
> On Sun, Dec 21, 2008 at 7:27 PM, Tony Sergi <to...@valvesoftware.com>
> wrote:
>
> > Olly is right though.
> >
> > The SDK layer is the same level as CCSPlayer, CTFPlayer, CPortalPlayer,
> > CHL2MPPlayer, etc.
> >
> > The most ideal thing to do would be to either just leave it as CSDKPlayer
> > for porting later, or replace all SDK with your mods prefix. Inheriting
> it
> > is actually rather silly, since all it is at the moment is a sample
> player
> > that inherits CBasePlayer and does the basics. It's like a template.
> >
> >
> > -----Original Message-----
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
> > Sent: December-21-08 7:11 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Best way to mod scratch SDK
> >
> > The SDK stuff is not a bunch of empty classes, there is code and logic
> > provided there. If you don't need that code, you should remove any code
> > from
> > the SDK layer and only use your own code.
> > If you are planning on using the SDK level's code, you should extend the
> > class.
> > Sure, you're adding an extra layer of overhead, but what you gain from
> that
> > is complete isolation of your mod's player code.
> >
> > Every architectural decision has tradeoffs. And in this case, I have
> found
> > that creating my own SDK_Player extension allowed my team to isolate our
> > code and greatly helped to increase our productivity, which greatly
> > outweighs the slight extra overhead. The difference in overhead is
> marginal
> > when you consider the depth of inheritance already present in the source
> > engine.
> >
> > -Skyler Clark
> >
> > On Sun, Dec 21, 2008 at 6:43 PM, Olly <oli...@gmail.com> wrote:
> >
> > > The SDK stuff is there to be renamed, its the same class level as
> > > CCSPlayer,
> > > CTFPlayer, etc. If you extend CSDKPlayer, you are just adding more
> > overhead
> > > that doesn't need to be there. The SDK files don't contain any base
> code;
> > > so
> > > there is no need to inherit from them.
> > >
> > > 2008/12/21 Skyler Clark <sky3...@comcast.net>
> > >
> > > > Olly, what a terrible suggestion. There is much to be gained from
> > > extending
> > > > the sdk_player rather than just renaming it...
> > > > To do it, you just need to extend both C_SDK_Player and CSDK_Player.
> > > > The player is instantiated in ClientPutInServer in sdk_client.cpp,
> line
> > > > around line 80... So make it instantiate your extended player there
> > > instead
> > > > and you're solid.
> > > >
> > > > -Skyler Clark
> > > >
> > > > On Sat, Dec 20, 2008 at 3:59 PM, Olly <oli...@gmail.com> wrote:
> > > >
> > > > > rename the classes/files
> > > > >
> > > > > 2008/12/20 Michael Chang <flux.black...@gmail.com>
> > > > >
> > > > > > Hey all
> > > > > > After months (years?) of failing to fix HL2DM I've finally
> switched
> > > > over
> > > > > to
> > > > > > scratch SDK, thank heavens for that.
> > > > > >
> > > > > > I want to know how best to mod scratch SDK. For example I want to
> > > > > implement
> > > > > > my own player type that inherits SDKPlayer. Where in the code do
> I
> > > tell
> > > > > > gamerules to instantiate my own player type instead of
> CSDKPlayer?
> > > > > >
> > > > > > On that note, even after I traced the calls and hierarchy all the
> > way
> > > > up,
> > > > > I
> > > > > > end up at sdk_client. Who calls/instantiates sdk_client? How do I
> > > > > implement
> > > > > > my own mod_client? Should I even bother?
> > > > > >
> > > > > > Basically, I want to use everything sdk_ etc but inherit it into
> a
> > > new
> > > > > > class
> > > > > > instead. I want to try limiting my edits to SDK_etc and do
> > everything
> > > > in
> > > > > > the
> > > > > > "proper" OOP way. So instead of sdk_gamerules, I want my own
> > > > > mod_gamerules
> > > > > > that inherits that. My own mod_playeranimstate... etc
> > > > > >
> > > > > > But where does it start? Where is the very beginning of switching
> > > over
> > > > to
> > > > > > my
> > > > > > own objects/codebase?
> > > > > >
> > > > > > Thanks.
> > > > > > _______________________________________________
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> > > > > >
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