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[req] native bool:in_emessage()


  
 
 
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Greenberet
AMX Mod X Beta Tester
Join Date: Apr 2004
Location: Vienna
Old 12-02-2006 , 10:23   [req] native bool:in_emessage()
#1

With this native we could detect if the event got called from a 3th party plugin with emessage_*
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BAILOPAN
Join Date: Jan 2004
Old 12-02-2006 , 13:15   Re: [req] native bool:in_emessage()
#2

Why? This would defeat the purpose of emssage in the first place. It's supposed to be transparent. If you could detect that it's from another plugin, then someone would say "can we have an emessage that fires WITHOUT in_emessage() returning true" and then it'd be a typical API arms race.
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Last edited by BAILOPAN; 12-04-2006 at 14:46.
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Greenberet
AMX Mod X Beta Tester
Join Date: Apr 2004
Location: Vienna
Old 12-02-2006 , 13:50   Re: [req] native bool:in_emessage()
#3

Some events will be called only in certain situations ( like bomb defusing in cs ). But when plugin a use emessage, then plugin b will act like someone is defusing the bomb.
As an scripter you can't be sure, that every other scripter knows what he does. So with an native like this you can be sure that your handler will only be called when someone is defusing the bomb
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BAILOPAN
Join Date: Jan 2004
Old 12-02-2006 , 14:43   Re: [req] native bool:in_emessage()
#4

... that doesn't make sense. Another plugin would only be firing a bomb defuse message like that for the specific purpose of triggering other plugins.

Basically, you're asking a way for plugins to block themselves being triggered by other plugins, and I don't think this is a good idea. It defeats the entire purpose of simulating gameplay actions.

I can see a valid use for this, but unless you can think of it yourself (or can demonstrate it), I'd rather not add it. For something like this, its use has to be specific or else it would be abused.
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Last edited by BAILOPAN; 12-02-2006 at 14:49.
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