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Development Roundup, We need you!


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fysiks
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Join Date: Sep 2007
Location: Flatland, USA
Old 01-13-2019 , 14:55   Re: Development Roundup, We need you!
Reply With Quote #51

Quote:
Originally Posted by ViBE View Post
what i really miss are a complex voting/mapvoting like deagle's map manager and an afk managing stuff. and banning should be like amxbans.
If that's what you like then use those plugins instead of the default functionality. That is why the ability to make your own custom plugins exist. The core shouldn't have all these features because it will be impossible to design it to satisfy everybody.


Quote:
Originally Posted by ViBE View Post
3rd party plugins are pretty outdated sadly.
Why would you make that generalization? Many of them still work just fine. If you have a specific issue with a plugin you can request that it get fixed. The community for 20 year old games is much smaller than it used to be so there is naturally going to be a slow down in development of things for the game(s).
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Last edited by fysiks; 01-13-2019 at 14:57.
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Old 01-15-2019, 11:01
iclassdon
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Old 01-15-2019, 11:08
Mordekay
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PartialCloning
Senior Member
Join Date: Dec 2015
Old 01-24-2019 , 07:52   Re: Development Roundup, We need you!
Reply With Quote #52

Quote:
Originally Posted by Arkshine View Post
As usual, AMXX should retain full backward compatibility, so if existing functionality breaks after upgrading, file a bug report.
https://github.com/alliedmodders/amxmodx/pull/662
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CrazY.
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Join Date: May 2015
Location: SP, Brazil
Old 02-15-2019 , 15:34   Re: Development Roundup, We need you!
Reply With Quote #53

Is custom entity data module going to be integrated in main amxx package?
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Last edited by CrazY.; 02-15-2019 at 15:36.
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<VeCo>
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Join Date: Jul 2009
Location: Bulgaria
Old 02-25-2019 , 12:04   Re: Development Roundup, We need you!
Reply With Quote #54

Hey, I was looking around the example codes from the 1.9 API changes page and some of the default plugins, and I noticed some peculiar coding style which made me wonder.

As far as I understand, callbacks from within the plugin now use the short '@' symbol (which actually becomes part of their name), while forwards registered from includes use the full 'public' keyword. I assume that improves code readability, but can you shed some more light on this? Do you encourage it as a new standard coding practice?
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Last edited by <VeCo>; 02-25-2019 at 15:20.
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fysiks
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Join Date: Sep 2007
Location: Flatland, USA
Old 02-25-2019 , 23:03   Re: Development Roundup, We need you!
Reply With Quote #55

Quote:
Originally Posted by <VeCo> View Post
Hey, I was looking around the example codes from the 1.9 API changes page and some of the default plugins, and I noticed some peculiar coding style which made me wonder.

As far as I understand, callbacks from within the plugin now use the short '@' symbol (which actually becomes part of their name), while forwards registered from includes use the full 'public' keyword. I assume that improves code readability, but can you shed some more light on this? Do you encourage it as a new standard coding practice?
There is no functional difference between declaring a function or variable as public using 'public' instead of 'new' or starting the name with '@':

Quote:
Originally Posted by Pawn Language Guide
Global “simple” variables (no arrays) may be declared “public”
in two ways:
⋄ declare the variable using the keyword public instead of new;
⋄ start the variable name with the “@” symbol.
The only difference being that the '@' become part of the name (as you noticed).

Since they are functionally the same, someone could choose to use the difference to convey certain context as you explained already. Very few plugins (2 of 21) actually use this method so it certainly can't be called a new standard practice for AMX Mod X. IMO, someone noticed that it worked and figured that they wanted to be different.
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Last edited by fysiks; 02-25-2019 at 23:07.
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DJEarthQuake
Senior Member
Join Date: Jan 2014
Location: Midwest
Old 03-15-2019 , 21:14   Re: Development Roundup, We need you!
Reply With Quote #56

Nice write up. Implementing @ forthwith.
22/09/1998 Functions whose name start with an '@' are always public.
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PartialCloning
Senior Member
Join Date: Dec 2015
Old 04-20-2019 , 03:54   Re: Development Roundup, We need you!
Reply With Quote #57

The upcoming update looks to be gamedata breaking. The beta clients already support the new "Account" message, suggesting the update could be released soon. How long would it take to update gamedata?
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 04-20-2019 , 05:17   Re: Development Roundup, We need you!
Reply With Quote #58

I'm following more or less the changes on /ValveSoftware/halflife but it looks like I missed the "Account" thing, could you elaborate/link on it?
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PartialCloning
Senior Member
Join Date: Dec 2015
Old 04-20-2019 , 06:03   Re: Development Roundup, We need you!
Reply With Quote #59

Under the beta client, your money and your teammates money is displayed in the scoreboard.

Account Message:
Destination: MSG_ONE
ARG 1: BYTE (Player ID)
ARG 2: LONG (Amount of Money).
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PartialCloning
Senior Member
Join Date: Dec 2015
Old 04-24-2019 , 19:21   Re: Development Roundup, We need you!
Reply With Quote #60

https://github.com/ValveSoftware/hal...ment-485826646 is set to fix the gamedata break reported above.
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