Well, you're looking at overriding the ReadEncryptedKVFile() function in
weapon_parse.cpp - or at least commenting it out. Of course, you'd then
have to manually set all those variables in the weapon's constructor
function, which sounds to me like a fairly time-consuming and munda
Sure, if you're paranoid it's nice to hide things in the DLL... But I'd
say that at release-time, packing them into a GCF is good enough. A
large proportion of your user base either doesn't know how to change
those script files, or quite frankly doesn't care... We'
That's all very well, but I hardly think filling up *our* inboxes with
complaints is going to help your cause. Post on anti-steam sites, start
a petition, e-mail Valve - these are all valid ways of getting your
point across. Diluting this mailing list with off-topic, in my opinion,
isn
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James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net
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re would this be accomplished at?
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> ----- Original Message -
> From: "James Freedman" <[EMAIL PROTECTED]>
> To:
> Sent: Thursday, February 03, 2005 5:47 PM
> Subject: Re: [hlcoders] Weapon ballastics
an't figure out where to store it so it'll get passed back to the
server DLL (this is SP only, by the way)... anybody know how to do this?
Thanks in advance,
James
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James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net
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