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Are plugins a viable alternative to code mods?


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Pinsplash
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Join Date: Nov 2016
Location: U.S.
Old 01-24-2025 , 19:52   Are plugins a viable alternative to code mods?
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Recently a DMCA came down on the most popular GitHub repository that was hosting the 2007 Source engine leak after having been up for more than a decade. There are still other places it can be found, but a lot of doubt has been cast IMO and I'd prefer to avoid leaked code if I can, however, I am in the middle of making a mod that relies on that code.

Which leads me to the question in the title. Would I be able to start this project over as a server plugin? The mod is for Portal 1. An NPC essentially acts as AI for the player. It's parented to the player and controls the player through console commands. (It could probably be made as a bot instead.) To find out what to do, it has to do traces and iterate a lot through gEntList and query the states of entities, including portals. Map modification can be done to assist in any way needed.
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tschumann
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Join Date: Jun 2017
Location: Australia
Old 01-25-2025 , 07:31   Re: Are plugins a viable alternative to code mods?
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Not sure if you can create new entities using a plugin (either with or without SourceMod).

I know with Half-Life plugins you can but I think Metamod Source works a bit differently.
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