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? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

