Random Chitchat 2012-2016
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. Smile

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?
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It might be smart to create a new thread to discuss this Smile
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I'll do that, since it's probably spamming this thread. Tongue
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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.
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I actually find mobs useful for testing my PvP plugins. Tongue They actually know when to attack and I can use that to test OnTakeDamage hooks and stuff.
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For some strange reason, I wanted to look at the CraftBukkit source code...It's so icky...variables named j, k, l...
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(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.
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But, most of the code is clearly readable? Most of the variables have proper names though.

http://code.openhub.net/file?fid=YkSVHXg...ed=true#L0

I'm probably wrong though, I don't know too much about Java.
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