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[SUPERPOWER] Rupture v1.3


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ezio_auditore
Senior Member
Join Date: May 2013
Old 07-28-2014 , 10:58   Re: [SUPERPOWER] Rupture v1.1
Reply With Quote #21

O.K

I made the update.

I will have to go out.

I will publish the update soon.
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hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 07-29-2014 , 01:37   Re: [SUPERPOWER] Rupture v1.1
Reply With Quote #22

Quote:
Originally Posted by ezio_auditore View Post
It means it could be approved after a few necessary changes?
Your missing my point. Read the rest of my post. How can you apply this "standalone power" to gameplay?
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ezio_auditore
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Old 07-31-2014 , 04:19   Re: [SUPERPOWER] Rupture v1.2
Reply With Quote #23

Ok.. Done..
SEE CHANGELOG
Spoiler


I changed the category to Fun Stuff
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Last edited by ezio_auditore; 07-31-2014 at 09:11.
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EthicalHacker007
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Join Date: May 2014
Old 07-31-2014 , 07:25   Re: [SUPERPOWER] Rupture v1.2
Reply With Quote #24

It would be better if you would make a mod. I've an idea, but it's much difficult because you've to create your own models, sprites, etc.
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ezio_auditore
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Old 07-31-2014 , 09:08   Re: [SUPERPOWER] Rupture v1.2
Reply With Quote #25

MOD? What is the idea?
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Old 08-13-2014, 01:50
EthicalHacker007
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ezio_auditore
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Old 08-13-2014 , 13:11   Re: [SUPERPOWER] Rupture v1.2
Reply With Quote #26

As you wish. But I will still like this to be reviewed...
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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Old 08-16-2014 , 08:32   Re: [SUPERPOWER] Rupture v1.2
Reply With Quote #27

Instead of use use a bind, why dont you use a cvar and then people choose what key to use?
I mean something like this:
0 - People would have to do bind x +rupture
1 - Rupture would be use on +USE
2 - Rupture would be use on Reload (A server with only knife could run this)
3 - Rupture would be use on flashlight (You would have to register the impulse)
And there are more keys you can use...
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ezio_auditore
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Join Date: May 2013
Old 08-17-2014 , 01:01   Re: [SUPERPOWER] Rupture v1.3
Reply With Quote #28

Updated.

See this

.:: Changelog ::.
Spoiler
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hornet
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Join Date: Mar 2010
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Old 08-18-2014 , 03:07   Re: [SUPERPOWER] Rupture v1.2
Reply With Quote #29

Quote:
Originally Posted by ezio_auditore View Post
I will still like this to be reviewed...
You have still misunderstood my post. I'm referring to this plugin as a standalone feature that really does not serve much purpose and does not run in conjunction with any other known plugins.
In regards to your code, it looks like you have not updated it / or made necessary changes.
  • Your still using CmdStart to hook a few button presses as well as to detect movement which is a very inefficient way.
  • You need to cache cvars where applicable and other native values ( particularly in loops ).
  • Player indexes should never be looped through, you should be using get_players() and use the output array.
  • You have used both ExecuteHam() and ExecuteHamB(), but have no Ham forwards in your plugin. Why should the calling of one of those virtual functions be important and not the other ( and vice versa )? Are you sure you understand the difference?

This shows that you still lack a lot of the necessary understanding here.
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Last edited by hornet; 08-18-2014 at 03:11.
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ezio_auditore
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Join Date: May 2013
Old 08-18-2014 , 10:39   Re: [SUPERPOWER] Rupture v1.3
Reply With Quote #30

Ahh. I was missing that point. Thanks.
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