On Mon, Jan 10, 2005 at 01:12:40PM +0100, S. Hendriks wrote:
> Rofl, i think its a bi-directional thing here ;) You either change your
> mod code and destroy plugins... Or plugins force you to code how the sdk
> is intended to be used... Ie, derive from classes and not just hack into
> them :P

These classes are internal to the game logic (the mod) and you (should)
have no business using them. It should even be possible to remove all
entity classes in a mod and start from scratch. :-)

Obviously this is not useful for plugin authors, but realise that things
you may want to view/modify in a plugin may not exist in some mods at
all.

Example: Perhaps someone makes an instagib mod and removes the health
and armor from a player. Players are either alive or dead. What should
happen if a plugin tries to modify the health of a player then?

Of course there are ways to handle any example like that, but it would
require the mod author to implement things he never uses.

Perhaps a few interfaces can be defined that a mod author can choose to
implement, if they apply to an entity.

Maarten

--
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?

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