I still see the reason.

You could derive your entities from the baseclass and put a reset in
that entity. When you want to reset stuff, you could put that in an own
baseclass even so you derive from 2 classes.. Imo, there is no excuse to
alter the baseentity or baseplayer class.

===============================================
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 Tony "omega" Sergi
Verzonden: maandag 10 januari 2005 13:36
Aan: [email protected]
Onderwerp: RE: [hlcoders] This should not be possible, yet it works!?


There are instances when working on a mod that you need to alter the
base class though. One example would be a round reset system.

Unless you want to search for every possible entity by name to reset
them, you'd want to add a reset function at base level, so you can just
call
base->reset or what have you.

That's just one example of why you'd need to modify base classes, out of
possible hundreds.

-omega
-----Original Message-----
From: Christian Marschalek [mailto:[EMAIL PROTECTED]
Sent: January 10, 2005 7:28 AM
To: [email protected]
Subject: Re: [hlcoders] This should not be possible, yet it works!?

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

Why should *anyone* be restriced by *anyone*? Hacking classes renders
the purpose of object oriented programming somewhat useless... ;)

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