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[TF2] Unique Shotguns (v1.0)


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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 02-21-2010 , 12:08   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #11

well it's too bad i don't know how to make plugins.
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Afronanny
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Join Date: Aug 2009
Old 02-21-2010 , 12:22   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #12

You should learn. It's not really that hard. Pawn is a pretty intuitive first language for someone new to coding server plugins.
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noodleboy347
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Join Date: Mar 2009
Old 02-21-2010 , 13:55   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #13

Quote:
Originally Posted by asherkin View Post
From the code, it looks like it's trying to get the health of world when you get hurt from fall damage. :p Easy fix.
Will do.
Quote:
Originally Posted by Afronanny View Post
You should learn. It's not really that hard. Pawn is a pretty intuitive first language for someone new to coding server plugins.
It is really easy actually, it's the first language I learned on my own.
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 02-21-2010 , 13:57   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #14

You got some coding mistakes in this for sure...just fyi. Briefly looking over your other new plugin, you got quite a few mistakes on that one too.
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noodleboy347
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Join Date: Mar 2009
Old 02-21-2010 , 14:30   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #15

Quote:
Originally Posted by retsam View Post
You got some coding mistakes in this for sure...just fyi. Briefly looking over your other new plugin, you got quite a few mistakes on that one too.
Great, care to share? Or do you just want to keep that to yourself?

Last edited by noodleboy347; 02-21-2010 at 14:34.
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noodleboy347
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Join Date: Mar 2009
Old 02-21-2010 , 14:48   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #16

Quote:
  • Version 1.0.1 - [2/21/10]
    -Fixed invalid client errors
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 02-21-2010 , 14:59   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #17

Well ok. I thought they were kinda obvious and figured youd fix them.

Briefly looking at this one:

Hurt hook:
- You need to check if the clients are valid. You have zero checks in there, which would mean many errors, which is probably what youre seeing. Checks for (<= 0, > maxclients, ingame, and alive checks, etc)

Cosmetic Suggestions:
- Dont use client for attacker and hurt for client. Common practice is client is victim and attacker is attacker. Makes it confusing to read, although thats more cosmetic than an issue..
- An enabled check should be above everything. It should be at the top of the hurt hook. Silly to getconvarint on it 3 times under the hurt hook after its already running code.

Cvars:
- Need to set cvars to INVALID_HANDLE

Suggestion:
- Should learn to use globals for cvars and bools. You shouldnt need to getconvarint that many times. I see you do that with almost every plugin of yours. Infact, theres no reason to even getconvarint like that. Just get it once, and put everything else under it....

Last edited by retsam; 02-21-2010 at 16:05.
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Chris-_-
SourceMod Donor
Join Date: Oct 2008
Old 02-21-2010 , 15:46   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #18

Don't pick to much, retsam

Quote:
Originally Posted by retsam View Post
Suggestion:
- Should learn to use globals for cvars and bools. You shouldnt need to getconvarint that many times. I see you do that with almost every plugin of yours. Infact, theres no reason to even getconvarint like that. Just get it once, and put everything else under it....
This and HookConVarChange, best solution
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noodleboy347
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Join Date: Mar 2009
Old 02-21-2010 , 17:47   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #19

You guys are acting like I'm pro at Sourcepawn. I'm not. :/
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 02-21-2010 , 18:06   Re: [TF2] Unique Shotguns (v1.0)
Reply With Quote #20

Shiet, im not either heh. Im only a novice as this stuff. You asked. Just saying, if you wonder where the errors come from, its the above stuff I just commented on.

Some of the code issues(not necessarily this plugin) can prevent your plugins from getting approved.
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