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New API and Syntax


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Mathias.
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Join Date: Aug 2010
Location: Canada is my city
Old 02-11-2015 , 20:45   Re: New API and Syntax
Reply With Quote #341

that what IDE are for, avoid you to create script files, do everything for you basically so you can just write your code and start it with a click.
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Wliu
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Old 02-11-2015 , 21:03   Re: New API and Syntax
Reply With Quote #342

Except that Sourcepawn files cannot be "started" natively...I highly doubt it'd be in anyone's best interest to have an IDE that compiles the plugin, uploads it to a server, starts up TF2 or whatever Source game, and then connects you to that server.

That said, there are already text editors that have some Sourcepawn support (Notepad++, Sublime, Atom, etc).
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nergal
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Old 02-12-2015 , 00:18   Re: New API and Syntax
Reply With Quote #343

Quote:
Originally Posted by Wliu View Post
Except that Sourcepawn files cannot be "started" natively...I highly doubt it'd be in anyone's best interest to have an IDE that compiles the plugin, uploads it to a server, starts up TF2 or whatever Source game, and then connects you to that server.

That said, there are already text editors that have some Sourcepawn support (Notepad++, Sublime, Atom, etc).
The only reason I brought up IDEs is because I'd definitely like having a personal and stand alone API referencer that can automatically refresh itself everytime I make a custom .inc file or other stuff.
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Wliu
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Old 02-12-2015 , 15:28   Re: New API and Syntax
Reply With Quote #344

Quote:
Originally Posted by nergal View Post
The only reason I brought up IDEs is because I'd definitely like having a personal and stand alone API referencer that can automatically refresh itself everytime I make a custom .inc file or other stuff.
My reply was mostly directed towards Black-Rabbit, but your API referencer sounds nice .
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 02-13-2015 , 10:39   Re: New API and Syntax
Reply With Quote #345

Will SM 1.8 have changes to the JIT compiler of SM as well as new bytecode?
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Mathias.
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Join Date: Aug 2010
Location: Canada is my city
Old 02-17-2015 , 14:38   Re: New API and Syntax
Reply With Quote #346

I got problem with methodmaps, I can't create a proper destructor function, it only expect a = (calling a native)

PHP Code:
methodmap CGGCore
{
    public 
CGGCore() 
    { 
        return 
view_as<CGGCore>Core_Initialize(); 
    }

    public ~
CGGCore() { Core_Unload(); }

http://gyazo.com/1f494cd45de4d681ce26bc862f7f158c

Last edited by Mathias.; 02-17-2015 at 14:39.
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psychonic

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Old 02-17-2015 , 14:42   Re: New API and Syntax
Reply With Quote #347

Destructors can only be implemented as natives, not inline.
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Mathias.
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Old 02-17-2015 , 14:51   Re: New API and Syntax
Reply With Quote #348

Quote:
Originally Posted by psychonic View Post
Destructors can only be implemented as natives, not inline.
okay thank you
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Mathias.
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Old 02-18-2015 , 23:49   Re: New API and Syntax
Reply With Quote #349

Here something Im trying to figure out http://gyazo.com/c201b7ddb7c5d4c9ddfb648008213b85

Where those native came from? What do I have to do in my end if I want to create a native but only callable by property or a method inside a methodmap without the need to declare the native as a general method? Can we do the same with the constructor?

Last edited by Mathias.; 02-18-2015 at 23:50.
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BAILOPAN
Join Date: Jan 2004
Old 02-19-2015 , 00:51   Re: New API and Syntax
Reply With Quote #350

In that example, there is a native called "ConVar.BoolValue.get" and another called "ConVar.BoolValue.set". They are only accessible through methodmaps.

For a method called Y on methodmap X, the native name should be exposed as "X.Y". For properties, you append ".get" and/or ".set". For constructors, you'd get "X.X". For example, "ConVar.ConVar".

This is only really relevant to extensions/core. Technically you can implement a methodmap and then map the native names with CreateNative.
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Last edited by BAILOPAN; 02-19-2015 at 00:55.
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