It also binds pretty tightly to C++, so it should be easy to implement and the lack of a large scripting overhead goes quite nicely with MCServer's lightweight and fast nature.
What could also be done is that AngelScript plugins have a .as/.asc extension. Maybe that could be used if this is ever done to detect the type of plugin?
It might be smart to create a new thread to discuss this

I'll do that, since it's probably spamming this thread.

After some months, I recompiled and retried MCS again, and a crazy idea has come into my mind: Why not remove mobs?
I know it's quite bad idea, but mobs currently do nothing, eat cpu and thats all, and maybe cause deadlocks. That also would maybe force an AI rewrite and get rid of mob bugs cause MCS wouldn't oficially support them.
Just writting down this here, it has just been a sort of lightning into my mind.
I actually find mobs useful for testing my PvP plugins.

They actually know when to attack and I can use that to test OnTakeDamage hooks and stuff.
For some strange reason, I wanted to look at the CraftBukkit source code...It's so icky...variables named j, k, l...
(03-31-2015, 05:11 AM)DiamondToaster Wrote: [ -> ]For some strange reason, I wanted to look at the CraftBukkit source code...It's so icky...variables named j, k, l...
Well, because the code from mojang is obfuscated, that's why the source code looks that ugly.
what exactly would you use it for? What are the advantages?
the good names are provided by the decompiling team manually - they go through the source and guess what's what, then they write rules for the deobfuscator - "class aa should be renamed to Block, variable var1 should be renamed to maxX, function func_3358 should be renamed to getStepSound" etc. That's why mods take such a long time - when a new minecraft version comes out, first the MCP team has to update these mapping tables for the new binary, then the mod author needs to update their code for the changes in the engine (and recompile against a newer decompiled minecraft)