Re: [INC] Multi Colors - 2.0.0
Why do you require new syntax within your include? Keep it compatible to old syntax. I don't think stuff like that should be set within an include file. Devs should decide on their own.
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Re: [INC] Multi Colors - 2.0.0
1.7 is stable with the new syntax... so why not. But you can use the old version ( https://github.com/Bara20/Multi-Colo...cafb33c95aabe2 ).
And I don't enforce the new syntax, only in example plugin ( https://github.com/Bara20/Multi-Colo...ors_example.sp ). You need an 1.7+ compiler for this. Please read the code correct. |
Re: [INC] Multi Colors
Nvm i used a version before commit cf64cf5 this morning.
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Re: [INC] Multi Colors
Can you make custom-chatcolors plugin with this include?
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Re: [INC] Multi Colors
Not from my side, sry.
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Re: [INC] Multi Colors
Idea: color HEX code in chat message.
Code:
CPrintToChatAll("{FF0000}This is an {00FF00}message."); |
Re: [INC] Multi Colors
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Re: [INC] Multi Colors
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Re: [INC] Multi Colors
I like the premise of this and I'm thinking of using it in a plugin I'm working on at the moment (an update of a rather old plugin) but I'm a bit confused about some things:
1. Being that Multi Colors uses the new decl's, would I be able to use this in a plugin that does not use the new decl's? I am using a 1.7 compiler, but I'm not sure if new syntax in an include mixes well with old syntax in a plugin. 2. With this, do I not have to do any form of GetGameEngine checks before any instances of like, CPrintToChat? The include does it on the fly when a message is printed? So like, if I send a message that uses something like "{community}Test Message" (which would look like TEST MESSAGE), it would automatically convert it to use whatever CS:GO uses and display the colors properly? |
Re: [INC] Multi Colors
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As long as you don't have "#pragma newdecls required" in the plugin or the include, syntax is not enforced and it doesn't care As for the second one, it does do game engine checks when the function is called, but if it converts it appropriately I'm not sure |
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