RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?
I agree that Valve does need to offer more interfaces to plugins for things like this. Doing anything with entities is incredibly limited given the provided resources. However, I think each one of these things is a simple vfunc call away to the desired result. ent_fire and ent_name can be accomplished using the AcceptInput virtual function, and give can be done with GiveNamedItem. There is no hooking or sig scanning required unless you meant to do something more advanced like get at the event queue or something. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of MattieC Sent: Thursday, February 28, 2008 9:33 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins? -- [ Picked text/plain from multipart/alternative ] Can you consider adding ent_fire and ent_name API equivalents for Source server plugins? (Ideally these interact via index/pointer rather than name, but if we can name entities by index that would be the same thing, really.) Getting access to the entity event/message queue without hacks/tricks would open many stable doors and I've voiced this opinion in the past. This is one of the biggest deficiencies of the server-side plugin SDK. Ideally, the "give" API (or any name-based entity creation method) would also be included, but there may be more mod-specific issues for you there, perhaps. Currently without hacks/hooks it's very difficult to emulate this. Is there any reason entity inputs/messaging weren't exposed via interfaces that server plugins can access? If the above is not possible, what kind of things could the Source engine offer for better entity manipulation? Thanks very, very much in advance--- -Mattie http://www.eventscripts.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?
-- [ Picked text/plain from multipart/alternative ] Can you consider adding ent_fire and ent_name API equivalents for Source server plugins? (Ideally these interact via index/pointer rather than name, but if we can name entities by index that would be the same thing, really.) Getting access to the entity event/message queue without hacks/tricks would open many stable doors and I've voiced this opinion in the past. This is one of the biggest deficiencies of the server-side plugin SDK. Ideally, the "give" API (or any name-based entity creation method) would also be included, but there may be more mod-specific issues for you there, perhaps. Currently without hacks/hooks it's very difficult to emulate this. Is there any reason entity inputs/messaging weren't exposed via interfaces that server plugins can access? If the above is not possible, what kind of things could the Source engine offer for better entity manipulation? Thanks very, very much in advance--- -Mattie http://www.eventscripts.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Feature reqest, TF2, Modevents.res
-- [ Picked text/plain from multipart/alternative ] While you're at it, can we please get a "weapon" in player_hurt in TF2? :) It's difficult to track damage a sentry does without it. -Mattie On 2/26/08, Raphael Hehl <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > @valve > > > > Actually I code a TF2 stats Plugin (http://compactaim.de/tf2stats/) > > For this I need a hook for Übercharge, a hook for the upcoming ad_badland > capture event or whatever it's called, and if it goes a Boolean > information > in the player_death hook for assister = medic > > > > R-Hehl > > steam://friends/add/76561197986347414 > > > -- > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CUtlHash help
I want to make a hash table of models, in order to improve performance for reading from it. I figured out how to set up everything, but I want to find entries based on model path, which is a const char*. The HashFunc though, requires the return type to be unsigned int. Is there a way of converting an array of characters into int so I can generate an 'edible' hash key? Thanks in advance, Emiel Regis -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders