[How To] Protect your source!
#1

There are many functions and tricks for source defensing on this forum, but now I want to show you one way, where you do not have to use any functions.

The theory:

The amx reverse programs do not care about the included files just the script's source.
If we make an other file and include our main script the compiler will make the amx of the file, wich only has the include line.

In practice:

1. Open our script wich we want to protect.
2. Make a new file in the same directory where your script is.
3. Open the new file.
4. Clear the new file.
5. Write this to the new file:
pawn Code:
#include "mygamemode.pwn"
6. Change "mygamemode.pwn" to your script's pwn's name
7. Everytime you edit your script, save it and compile the file we made.

Other features:

- While we compile the new file, we can edit our script as we want.
- We don't have to share our script's .amx just the file, wich has the include source.

Credits:


- Matyi100 - for the primitive edition of this idea ( AddplayerClass and AddStaticVehicle in the included files )
- Gergo1352 - for helping me translate this to english. (grammar)
- Me - for write this down and share it

Epsilon
Reply


Messages In This Thread
[How To] Protect your source! - by _[HuN]_Epsilon_ - 05.12.2009, 10:28
Re: [How To] Protect your source! - by pagie1111 - 05.12.2009, 10:33
Re: [How To] Protect your source! - by _[HuN]_Epsilon_ - 05.12.2009, 10:39
Re: [How To] Protect your source! - by Naruto4 - 05.12.2009, 10:41
Re: [How To] Protect your source! - by _[HuN]_Epsilon_ - 05.12.2009, 12:01
Re: [How To] Protect your source! - by miokie - 05.12.2009, 12:11
Re: [How To] Protect your source! - by DJDhan - 05.12.2009, 13:09
Re: [How To] Protect your source! - by _[HuN]_Epsilon_ - 05.12.2009, 13:33

Forum Jump:


Users browsing this thread: 2 Guest(s)