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closedJust Wondering
Started by MBosta on 07-08-2007, 11:11 PM
M MBosta
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Joined: Sep 2006
07-08-2007, 11:11 PM #1

We've expanded a unit in DoD:S and do any of the plugins from DoD 1.3 work on Source?

diamond-optic
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07-09-2007, 01:02 AM #2
We've expanded a unit in DoD:S and do any of the plugins from DoD 1.3 work on Source?
nnnpretty sure thats a no...

M MBosta
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Posts: 208
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Joined: Sep 2006
07-09-2007, 01:02 AM #3

Damn, I thought so.

diamond-optic
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07-09-2007, 01:03 AM #4

jeez that was fast

M MBosta
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07-09-2007, 02:20 AM #5

Haha I checked the forums same time you posted. :D

Zor
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07-09-2007, 07:54 AM #6

We were looking at expanding to the new SourceMod as well, we should be making some conversions once it gets further along. At the moment we are not, so please be patient, SourceMod is new and we need to get to know it first and see if we really want to go that way.nnCheers!nnPS At the moment I am looking at making a metamod plugin that will expose the DoD specific functions, I have a bit done, just looking at the proper way to program it as of now, here is what looks like will be exposed:nn

public  CObject::AbsentPlayerThink()npublic  CWeaponBox::ActivateThink()npublic  CBaseTurret::ActiveThink()npublic  CBaseToggle::AngularMoveDone()npublic  CSprite::AnimateThink()npublic  CSprite::AnimateUntilDead()nprivate  CAreaCapture::AreaTouch(CBaseEntity *)npublic  CBasePlayerItem::AttemptToMaterialize()npublic  CBaseTurret::AutoSearchThink()npublic  CCineBlood::BloodGush()npublic  CCineBlood::BloodStart(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CGib::BounceGibTouch(CBaseEntity *)npublic  CGrenade::BounceTouch(CBaseEntity *)npublic  CBreakable::BreakTouch(CBaseEntity *)npublic  CBreakable::BreakUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBaseButton::ButtonBackHome()npublic  CBaseButton::ButtonReturn()npublic  CBaseButton::ButtonSpark()npublic  CBaseButton::ButtonTouch(CBaseEntity *)npublic  CBaseButton::ButtonUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBaseButton::ButtonUse_IgnorePlayer(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)nprivate  CControlPointMaster::CPMThink()npublic  CTestHull::CallBuildNodeGraph()npublic  CFuncPlat::CallGoDown()npublic  CFuncPlat::CallHitBottom()npublic  CFuncPlat::CallHitTop()npublic  CBaseMonster::CallMonsterThink()npublic  CItemSoda::CanThink()npublic  CItemSoda::CanTouch(CBaseEntity *)npublic  CFrictionModifier::ChangeFriction(CBaseEntity *)npublic  CCineMonster::CineThink()npublic  CLegacyCineMonster::CineThink()npublic  CBasePlayer::ClientDisconnect()npublic  CBipodWeapon::CoolThink()npublic  CBaseMonster::CorpseFallThink()npublic  CBaseTrigger::CounterUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CLightning::DamageThink()npublic  CGrenade::DangerSoundThink()npublic  CFuncTrackTrain::DeadEnd()npublic  CBaseEntity::DecalThink()npublic  CBasePlayerAmmo::DefaultTouch(CBaseEntity *)npublic  CBasePlayerItem::DefaultTouch(CBaseEntity *)npublic  CBaseDelay::DelayThink()npublic  CScriptedSentence::DelayThink()npublic  CBaseTurret::Deploy()npublic  CBasePlayerItem::DestroyItem()npublic  CGrenade::Detonate()npublic  CGrenade::DetonateUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBreakable::Die()npublic  CMapMarker::Die()nprivate  CDodPointRelay::DodRelayUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBaseDoor::DoorGoDown()npublic  CBaseDoor::DoorGoUp()npublic  CBaseDoor::DoorHitBottom()npublic  CBaseDoor::DoorHitTop()npublic  CBaseDoor::DoorTouch(CBaseEntity *)npublic  CNodeViewer::DrawThink()npublic  CTestHull::DropDelay()npublic  CScriptedSentence::DurationThink()npublic  CTriggerEndSection::EndSectionTouch(CBaseEntity *)npublic  CTriggerEndSection::EndSectionUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CChangeLevel::ExecuteChangeLevel()npublic  CSprite::ExpandThink()npublic  CGrenade::ExplodeTouch(CBaseEntity *)npublic  CBasePlayerItem::FallThink()npublic  CFuncMortarField::FieldUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CFuncTrackChange::Find()npublic  CFuncTrackTrain::Find()npublic  CFuncTrainControls::Find()npublic  CScriptedSentence::FindThink()npublic  CRocketShooter::FireThink()npublic  CBubbling::FizzThink()npublic  CDoDCamera::FollowTarget()npublic  CTriggerCamera::FollowTarget()npublic  CTalkMonster::FollowerUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic virtual  CFuncTrackChange::GoDown()npublic virtual  CFuncTrackChange::GoUp()npublic  CTriggerGravity::GravityTouch(CBaseEntity *)npublic  CBaseTrigger::HurtTouch(CBaseEntity *)npublic  CFuncRotating::HurtTouch(CBaseEntity *)npublic  CWeatherSystem::InitThink()npublic  CBaseTurret::Initialize()npublic  CWeaponBox::Kill()npublic  CDodAmmoBox::KillThink()npublic  CBaseToggle::LinearMoveDone()npublic  CRevertSaved::LoadThink()npublic  CMultiManager::ManagerThink()npublic  CMultiManager::ManagerUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBasePlayerAmmo::Materialize()npublic  CBasePlayerItem::Materialize()npublic  CRevertSaved::MessageThink()npublic  CBaseMonster::MonsterInitThink()npublic  CBaseMonster::MonsterUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CMortar::MortarExplode()npublic  CBaseTrigger::MultiTouch(CBaseEntity *)npublic  CBaseTrigger::MultiWaitOver()npublic  CFuncTrackTrain::NearestPath()npublic  CFuncTrackTrain::Next()npublic  CFuncTrain::Next()npublic  CGunTarget::Next()npublic  CBreakable::ObjectDie()npublic  CObject::ObjectThink()npublic  CObject::ObjectTouch(CBaseEntity *)npublic  CMomentaryRotButton::Off()npublic  CTestHull::PathFind()npublic  CPendulum::PendulumUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBasePlayerItem::PickupUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CGrenade::PickupUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CFuncPlat::PlatUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBasePlayer::PlayerDeathThink()npublic  CGrenade::PreDetonate()npublic  CTriggerHurt::RadiationThink()npublic  CAmbientGeneric::RampThink()npublic  CMultiSource::Register()npublic  CBreakable::RespawnFadeThink()npublic  CBreakable::RespawnThink()npublic  CBaseTurret::Retire()npublic  CMomentaryRotButton::Return()npublic  CGrenade::RocketExplodeTouch(CBaseEntity *)npublic  CBazookaShell::RocketTouch(CBaseEntity *)npublic  CPIATShell::RocketTouch(CBaseEntity *)npublic  CPschreckShell::RocketTouch(CBaseEntity *)npublic  CPendulum::RopeTouch(CBaseEntity *)npublic  CFuncRotating::Rotate()npublic  CFuncRotating::RotatingUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBaseEntity::SUB_CallUseToggle()npublic  CBaseEntity::SUB_DoNothing()npublic  CBaseEntity::SUB_FadeOut()npublic  CBaseEntity::SUB_Remove()npublic  CBaseEntity::SUB_StartFadeOut()nprivate  CSandBag::SandBagTouch(CBaseEntity *)npublic  CTriggerSave::SaveTouch(CBaseEntity *)nprivate  CScoreEvent::ScoreEventUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)nprivate  CScoreEvent::ScoreThink()npublic  CBaseTurret::SearchThink()npublic  CSentry::SentryDeath()npublic  CSentry::SentryTouch(CBaseEntity *)npublic  CBasePlayer::ServerSpawnCheck()npublic  CGibShooter::ShootThink()npublic  CTestHull::ShowBadNode()npublic  CGrenade::SlideTouch(CBaseEntity *)npublic  CMeleeWeapon::Smack()npublic  CEnvExplosion::Smoke()npublic  CGrenade::Smoke()npublic  CEnvSpark::SparkCyclic(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CEnvSpark::SparkStart(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CEnvSpark::SparkStop(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CEnvSpark::SparkThink()npublic  CEnvSpark::SparkWait()npublic  CBasePlayer::SpawnThink()npublic  CSpeaker::SpeakerThink()npublic  CFuncRotating::SpinDown()npublic virtual  CBaseTurret::SpinDownCall()npublic  CFuncRotating::SpinUp()npublic virtual  CBaseTurret::SpinUpCall()npublic  CGunTarget::Start()npublic  CDecal::StaticDecal()npublic  CGib::StickyGibTouch(CBaseEntity *)npublic  CPendulum::Stop()npublic  CLaser::StrikeThink()npublic  CLightning::StrikeThink()npublic  CLightning::StrikeUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CPendulum::Swing()npublic  CMeleeWeapon::SwingAgain()npublic  CBaseTrigger::TeleportTouch(CBaseEntity *)npublic  CTestEffect::TestThink()nprivate virtual  CDodRoundTimer::Think()nprivate virtual  CEnvModel::Think()npublic virtual  CInfoGroup::Think()npublic  CBasePlayerWeapon::ThinkZoomIn()npublic  CBasePlayerWeapon::ThinkZoomOut()npublic  CSPRING::ThinkZoomOut()npublic  CENFIELD::ThinkZoomOutIn()npublic  CSPRING::ThinkZoomOutIn()npublic  CScopedKar::ThinkZoomOutIn()nprivate  CDodParaRoundTimer::TimerThink()npublic  CAmbientGeneric::ToggleUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBaseTrigger::ToggleUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CLightning::ToggleUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CSpeaker::ToggleUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CChangeLevel::TouchChangeLevel(CBaseEntity *)npublic  CFuncTank::TrackThink()npublic  CBaseButton::TriggerAndWait()npublic  CDecal::TriggerDecal(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CBeam::TriggerTouch(CBaseEntity *)npublic  CGrenade::TumbleThink()npublic  CBaseTurret::TurretDeath()npublic  CBaseTurret::TurretUse(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CChangeLevel::UseChangeLevel(CBaseEntity *,CBaseEntity *,enum USE_TYPE,float)npublic  CFuncTrain::Wait()npublic  CGunTarget::Wait()npublic  CGib::WaitTillLand()n
H Hell Phoenix
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Joined: Jan 2005
07-10-2007, 05:17 PM #7
Archive › Old Forum Threads › General › Chat › Just Wondering
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