Keep in mind, the Valve plugin interface is what makes the other plugin
interfaces work.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Monday, September 03, 2007 7:30 PM
To: [email protected]
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???

I agree.

The Valve plug-in interface is a slap in the face.

- voogru.


-----Original Message-----
From: dackz [mailto:[EMAIL PROTECTED]
Sent: Monday, September 03, 2007 10:06 PM
To: [email protected]
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Don't use Valve's poorly implemented and poorly documented plugin
interface and you'll be much better off. There are alternatives, you
know.

On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> Hello,
>
> i have written a small plugin what removes only a special entity from a
Map
> and Unloads
> itself after doing that...
>
> So i have added a small log text to Game Frame to see whats doing becouse
> the unload...
>
> So i have startet it, the plugin starts, removes the entity and unloads
> fine...
>
> But after server activate, my plugin begins to printing the Game Frame
> Funktion AFTER unloading the Plugin
>
> whats wrong??? Why CS:S calls the Plugin after its Unloaded???
>
> Why we can unload plugins, when they dont get unloaded???
>
> I call in my Plugin in Load this:
>
> Engine->ServerCommand( "plugin_unload MyPlugin\n" );
>
> Is there a bug or a "feature"???

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