I would like to second this.

I have tried creating plugins, and getting stopped at the Sigscanning
methods/vtable (And not understanding it which doesnt help), i have
given up on making server plugins.

A nice exposed API for the entity list / entity functions, etc, would be
great (Server side only so you dont expose crap for hackers :P)

Saul Rennison wrote:
The problem is, LDuke, Mattie doesn't want to add hacks and signature
scans to EventScripts (or whatever he wants it for), as it can break
pretty easily with an update or maybe throughout mods. Especially ones
that change the core.

LDuke wrote:
--
[ Picked text/plain from multipart/alternative ]
That's what I've done...sig scan for the event queue and some of the
overloads of AddEvent.  With CreateNamedEntity, KeyValues, and
AddEvent, you
can do some cool stuff.  For example, I have a trip mine setup that
works
completely based on those three things without need for the plugin to
monitor players and see which player's tripmine killed which player.

It would be nice to have access to those things via plugins without
hacking,
but so far we haven't seen much in the way of access to mod-specific
functions.



On Thu, Feb 28, 2008 at 10:47 PM, Tony Paloma <[EMAIL PROTECTED]>
wrote:


I agree that Valve does need to offer more interfaces to plugins for
things
like this. Doing anything with entities is incredibly limited given the
provided resources. However, I think each one of these things is a
simple
vfunc call away to the desired result. ent_fire and ent_name can be
accomplished using the AcceptInput virtual function, and give can be
done
with GiveNamedItem. There is no hooking or sig scanning required unless
you
meant to do something more advanced like get at the event queue or
something.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MattieC
Sent: Thursday, February 28, 2008 9:33 PM
To: [email protected]
Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
Can you consider adding ent_fire and ent_name API equivalents for
Source
server plugins? (Ideally these interact via index/pointer rather than
name,
but if we can name entities by index that would be the same thing,
really.)

Getting access to the entity event/message queue without hacks/tricks
would
open many stable doors and I've voiced this opinion in the past.
This is
one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the "give" API (or any name-based entity creation method)
would
also be included, but there may be more mod-specific issues for you
there,
perhaps. Currently without hacks/hooks it's very difficult to emulate
this.

Is there any reason entity inputs/messaging weren't exposed via
interfaces
that server plugins can access? If the above is not possible, what
kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
--

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