SmileyAG
SmileyAG
It will be comfortable for those who want to port changes to/from BXT without a doing much changes I think these functions should not be optimized in any way by...
restructuring: use the wrapper functions instead of call the interface or found functions directly
In older versions of the engine, these functions may simply not exist, and therefore if for example you try to call the `GetViewAngles` function from the `cl_enginefunc_t` interface in engine...
The file for that could be named something like `SUPPORTED_MODS.md` It will also include link to the version of modification for which support is done, technical notes about their support...
This solution is controversial, but I said in first that it exactly should be used only as a fallback option, and maybe there even should environment variable to disable it...
There is a fair reason for this: we want modders in the future to support BXT on their modification side (or use the SDKs, authors of those made the support),...
Examples: - Implementing features without using a patterns to find some functions (rely on engine functions instead of making patterns for client/server functions and use exported client/server functions) - Use...
To hook cmd functions such as **changelevel2** or **record** it is not necessary to create patterns at all There is `cmd_function_t* cmd_functions` global variable in the engine code in which...
Example of current code from **ServerDLL.cpp**: ```cpp offCmd = 283736; ``` In that example it would be better to include header with `playermove_t` struct and replace it with: ```cpp offCmd...
Example: ```cpp typedef struct cmd_function_s { struct cmd_function_s *next; char *name; xcommand_t function; // Structure is exactly the same as in the Quake code and latest GoldSrc engine up to...