23.02.2015, 05:41
Quote:
I toyed with the idea of making all the server's internal structures available to the plugins. The problem is similar to the issue with memory hacking plugins. The internal structures in the server are being changed around all the time. I don't want to put SA-MP in a position where internal parts can't be changed because it would require all the plugins to be updated.
I have already seen one case where a server couldn't update to the 0.3.7 RC because there is no YSF plugin available. So for now SA-MP's API is the pawn scripting, with all its limitations. That's the interface I try to keep consistent across versions. My opinion is you are better off requesting pawn functions/callbacks for the data you want to access/set. Things like RPCs are too low level for an API. These are deliberately changed around for every new version to make sure old attack tools are fully deprecated. |
How about adding most of the YSF's get/set functions, alot of servers could really use them, without having the hassle of YSF, since even kurta said most of it is bugged.
Code:
native GetPlayerSirenState(playerid); native GetPlayerLandingGearState(playerid); native GetPlayerHydraReactorAngle(playerid); native Float:GetPlayerTrainSpeed(playerid); native Float:GetPlayerZAim(playerid);
Also could you really consider some of those get* functions? Guess you noticed how harder its getting to store data for those, pickups are limited at 4096, if someone wanted to track pickup models they would have to create an array that size. GetPickupModel would help.
"90% of the information held by the server can already be accessed using pawn." Even though you say that's the case, theres alot of information we still can't access without tracking them ourselves..