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[Q] How about a new platform?


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Sam839
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Join Date: Apr 2019
Location: Russian Federation
Old 08-08-2020 , 14:34   [Q] How about a new platform?
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How about a new platform for plugins?

I am creating a new platform similar to SM and it is important for me to know your opinion on this matter.
The scripting engine is AngelScript.
Plugins can be compiled or loaded directly.

Last edited by Sam839; 08-08-2020 at 14:48. Reason: Just little fix
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Sam839
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Old 09-19-2020 , 01:12   Re: [Q] How about a new platform?
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Name: AngelicMod
Estimated release date: 09.12.2020 [dd.mm.yyyy]
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DeteCT0R
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Old 09-19-2020 , 09:38   Re: [Q] How about a new platform?
Reply With Quote #3

Ill stick to sm or amxx. Svencoop uses Anglescript but i dont like too much.
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Sam839
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Old 09-19-2020 , 10:53   Re: [Q] How about a new platform?
Reply With Quote #4

This language is used for scripting, but I decided to use it for creating plugins. The syntax is similar to C/C++ and there is no need to compile.
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haZh
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Old 09-21-2020 , 23:08   Re: [Q] How about a new platform?
Reply With Quote #5

Anything that's even slightly better than this in every way. Good luck.
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Sam839
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Old 09-22-2020 , 12:17   Re: [Q] How about a new platform?
Reply With Quote #6

So far I have done the following steps:
  1. First Script Engine (Main script engine. It can be loaded from any application)
  2. Second Script Engine (Modification for First Script Engine)
  3. Loader (Main core)
  4. Custom packer for security (I respect other people's work and naturally mine, and this work should be well protected from prying eyes.) [At the moment it is not fully completed but works well. (Only for 32bit)]

What I added:
  • #define <val> <val>
  • *Some types*
  • MetaData. For example: [<MetaDataHere>] int r = 0;

What I'm working on now:
  • Type `Pointer`
  • Type `ConVar`
  • Encryption functions (Like XorString, AESSign and etc.)
  • Loader (I am planning to do support for creating modules and extensions)
  • EventSystem (void OnPlayerDeath and etc)
  • Threads and segments (The coolest thing I'm doing right now. Imagine that you can split the plugin into several segments and in case of an error, one segment will be automatically stopped or restarted while the main one is executed as intended )

At the moment, the platform can only work only on Windows and only for TF2. (I don't think I can release a version for Linux, but as for other games - everything has its time.)
I plan to add a lot of things before I release this platform. I hope she will be good.
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Sam839
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Old 09-22-2020 , 12:32   Re: [Q] How about a new platform?
Reply With Quote #7

Just little simple example:

PHP Code:
#include "tf2.h"

#define _MSG Msg

class WoW
{
    
void printf(string txt)
    {
        
#ifdef _MSG
        
_MSG(txt "\n");
        
#endif
    
}
}

void OnClientFullyConnect(int index) {
    
#ifdef CLIENT
    
BasePlayerpl cast<BasePlayer@>(CTFPlayer(index));
    
#endif        // I am working on #else...
    #ifdef SERVER //
    
BasePlayerpl cast<BasePlayer@>(TFPlayer(index));
    
#endif
    
pl->Kick("Im sorry...");
}

bool PluginLoad() {
    
WoW().printf("Oof!");
    return 
true;
}

bool PluginUnload() {
    
WoW().printf("Oof?");
    return 
true;

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