As much as Valve would LOVE to have a working API, approaching code once
it's "done" and then reverse-implementing an API is not something for the
lighthearted. Like Henry posted earlier in the thread, SourceMod hooks onto
the hidden functions within the code, and that same code is what's getting
changed with each update. I'm sure Valve would LOVE to use nothing but
public APIs and turn their game server into a platform of sorts - but thats
a LOT of work and there isn't any real incentive when you're this far down a
product's line.

You can't just flick a cvar and have a public API ready to go because that
means Valve would also have to use nothing but those APIs, and that leaves
them less flexible - or if they need to change it becomes a much larger
task, making sure no older functionality is busted.

On Fri, Oct 28, 2011 at 9:15 PM, Mart-Jan Reeuwijk <[email protected]>wrote:

> How bout providing a working api for them that they (SM, other plugins etc)
> can use, instead that they have to hackify it with offsets etc? Ppl still
> want to mod source games, ppl use SM for a load of stuff whats useful. Once
> having a API (or GPI*?  or SPI**? ) and SM can use that, any new
> functionality would only be a upgrade away for SM, but not break older
> versions.
>
> - hell, i'm no programmer, you guys would prolly know a load more.
>
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