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amx 0.9.7 plugin with amxmod x


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Johnny got his gun
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Join Date: Jan 2004
Location: Tokyo
Old 03-07-2004 , 12:20  
Reply With Quote #11

Main difference when working with Vexd's is that Engine uses entvars natives such as entity_set_vector where Vexd used Entvars_Set_Vector. You would need to rename all of those. There may be other stuff as well. You'll see when you compile.
I've remade several of my plugins for AMXX and there is no recoding needed, just rename a couple of natives.
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xeroblood
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Old 03-07-2004 , 12:23  
Reply With Quote #12

Nice!! Easy transitions!! I like!!

For what you mentioned, sounds like Search & Replace tool will come in real handy!!
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Johnny got his gun
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Old 03-07-2004 , 12:31  
Reply With Quote #13

Let me rephrase that. Looks like we have a new vexd_utilities.inc that stocks the old vexd natives to use new engine natives, so you shouldn't even have to rename the natives like I said...
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xeroblood
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Old 03-07-2004 , 12:35  
Reply With Quote #14

WOW, making it easy as possible!! I love it!! People will Chant your names!!
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ArtAttack
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Old 03-07-2004 , 15:54  
Reply With Quote #15

Quote:
Originally Posted by Johnny got his gun
Let me rephrase that. Looks like we have a new vexd_utilities.inc that stocks the old vexd natives to use new engine natives, so you shouldn't even have to rename the natives like I said...
really great
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QwertyAccess
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Join Date: Feb 2004
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Old 03-08-2004 , 02:16  
Reply With Quote #16

looks like it''ll be a while till almost all of the amx mod plugins work with amxmodx? if ever.
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MagicShot
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Join Date: Mar 2004
Location: MN
Old 03-08-2004 , 03:06   umm..
Reply With Quote #17

Quote:
Originally Posted by ArtAttack
Quote:
Originally Posted by Johnny got his gun
Let me rephrase that. Looks like we have a new vexd_utilities.inc that stocks the old vexd natives to use new engine natives, so you shouldn't even have to rename the natives like I said...
really great
umm yeah what jghg said..

works for me..
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