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Search: Posts Made By: nergal
Forum: General 11-16-2020, 23:51
Replies: 7
Views: 1,009
Posted By nergal
Re: SourceGo: Experimental Golang to SourcePawn Transpiler

After exactly a week of time gone, I have finally managed to abstract function pointers to where they appropriately break down to manual function calling API:


func main() {
CB :=...
Forum: General 11-07-2020, 19:16
Replies: 7
Views: 1,009
Posted By nergal
Re: SourceGo: Experimental Golang to SourcePawn Transpiler

alright, with version v0.25a.
Here's a sample of a plugin that modifies the mantreads damage written in "SourceGolang" and the code it generated:


package main

import (
"sdkhooks"
)
Forum: General 11-05-2020, 18:25
Replies: 7
Views: 1,009
Posted By nergal
Re: SourceGo: Experimental Golang to SourcePawn Transpiler

another update, v0.22A, added two types of switch statements: normal and "true" switch statements.

Normal is of course what you'd expect:

/// Original:
switch x {
case 1, 2:
case 3:...
Forum: General 11-05-2020, 00:01
Replies: 7
Views: 1,009
Posted By nergal
Re: SourceGo: Experimental Golang to SourcePawn Transpiler

Update v0.20a. Ranged for-loops are now supported.


var clients [MAXPLAYERS+1]Entity
for index, client := range clients {
/// code;
}
Forum: General 11-03-2020, 18:26
Replies: 7
Views: 1,009
Posted By nergal
Re: SourceGo: Experimental Golang to SourcePawn Transpiler

In terms of what SourceGo is capable of, here's an example using a receiver, returning multiple values, and assigning multiple values.


type PlayerInfo struct {
Origin Vec3
Angle QAngle...
Forum: General 11-02-2020, 18:18
Replies: 7
Views: 1,009
Posted By nergal
SourceGo: Experimental Golang to SourcePawn Transpiler

I'm happy to announce that, with the help of many SM devs, I've created an experimental Golang to SourcePawn source to source compiler aka a transpiler.

What does it do? It takes (a subset of)...
Forum: Snippets and Tutorials 09-28-2020, 14:09
Replies: 9
Views: 3,751
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

alright, put this code in your cfgmap.inc and test out how it goes:


public int GetBool(const char[] key_path, bool& b, bool simple=true) {
if( this==null ) {
return 0;
}
PackVal...
Forum: Snippets and Tutorials 09-27-2020, 19:21
Replies: 9
Views: 3,751
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

it's not bad but what would I return if there's a failure? I guess I could have it pass something like a reference to a bool and the method itself returns an int.

Another thing is that your method...
Forum: Snippets and Tutorials 09-26-2020, 19:23
Replies: 9
Views: 3,751
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

Sounds good, have it work from a number (1 and 0) or the words 'true' and 'false?
Forum: Snippets and Tutorials 09-24-2020, 15:38
Replies: 9
Views: 3,751
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

I've updated the OP with the latest code and even converted the library into an include file.
I've also provided a tutorial link on all the capabilities of ConfigMap and how to use it.
Forum: VSH / Freak Fortress 08-31-2020, 12:32
Replies: 126
Views: 38,360
Posted By nergal
Forum: Snippets and Tutorials 06-29-2020, 14:55
Replies: 9
Views: 3,751
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

yes! you gotta compile it with Voice Changer. I also want to add that ConfigMap is loop-friendlier than KeyValues since all you need to do get a specific section and iterate that section, here's an...
Forum: VSH / Freak Fortress 06-04-2020, 22:00
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.16 Dev

that doesn't make sense, VSH2 only teleports a boss if the gamemode manager requires it OR the boss would've taken enough damage that it would kill them in one touch.
Forum: VSH / Freak Fortress 05-08-2020, 15:15
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.16 Dev

did you restart your game and then reconnect?
Forum: Snippets and Tutorials 04-13-2020, 21:43
Replies: 5
Views: 4,573
Posted By nergal
Re: Gedit Syntax Highlighting

back with another updated version.
Special thanks to JoinedSenses for his function regex syntax
Forum: Snippets and Tutorials 04-10-2020, 20:10
Replies: 12
Views: 3,705
Posted By nergal
Re: [SNIPPET] Timers Done Easy (requires SM 1.7+)

After so many years, here's the improved version.
stock void SetPawnTimer(Function func, float thinktime = 0.1, const any[] args, const int len)
{
DataPack thinkpack = new DataPack();...
Forum: VSH / Freak Fortress 03-19-2020, 18:32
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.13 Dev

strange error, that code line doesn't even run in an infinite loop.
Forum: VSH / Freak Fortress 03-09-2020, 16:24
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.13 Dev

in the repository's wiki (https://github.com/VSH2-Devs/Vs-Saxton-Hale-2/wiki/Creating-or-Adding-Bosses-(VSH2-Boss-Subplugin-Tutorial)).
If you need additional/specific help with that, you can PM me.
Forum: VSH / Freak Fortress 03-08-2020, 20:38
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.13 Dev

I don't quite understand the comment. You can use VSH2 without using the VSH1 compatibility plugin. VSH1 Compatibility plugin is only if you have plugins that rely on VSH1's data events. Otherwise...
Forum: Plugin/Gameplay Ideas and Requests 03-06-2020, 13:17
Replies: 2
Views: 667
Posted By nergal
Re: TF2 VSH 2.0 Boss Addon

that link is invalid, here's the link: https://github.com/VSH2-Devs/Vs-Saxton-Hale-2/wiki/Creating-or-Adding-Bosses-(VSH2-Boss-Subplugin-Tutorial)
Forum: VSH / Freak Fortress 02-26-2020, 00:24
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

alright, the ammo and health kit limit has been fixed! Thank you for your patience.
Forum: VSH / Freak Fortress 01-19-2020, 17:43
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

is this on the latest version of vsh2?

vsh2 allows being able to capture the control point without ending the round.
Forum: VSH / Freak Fortress 01-19-2020, 13:24
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

I'm afraid that's not correct. It's something I likely overlooked as I improved the mod over the years. Try putting it at 0 anyway. I will correct the config message for the cvars. Sorry for the...
Forum: VSH / Freak Fortress 01-18-2020, 20:13
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

try setting "vsh2_spawn_ammo_kit_limit_min" and "vsh2_spawn_ammo_kit_limit_max" to 0.
Forum: VSH / Freak Fortress 12-22-2019, 20:33
Replies: 126
Views: 38,360
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

Transparent Weapons have been removed from the core plugin and implemented as an add-on plugin.
Reloading boss modules should no longer glitch out the core plugin. I've added a mechanism such so...
Showing results 1 to 25 of 500

 
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