[SSGM Plugin] Command [message #488986] |
Mon, 11 August 2014 01:04 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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roszek
Messages: 296 Registered: June 2010
Karma: 0
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This plugin is for players to view available SSGM commands.
use !commands or !cmd
Add the command list into the ssgm.ini under [Commands]. You just add a number after the word Command for every command you want to list.
for example:
[Plugins]
00=BanSystem.dll
01=Mute.dll
02=Command.dll
[Commands]
Command1=!ping
Command2=!donate
Command3=!teamdonate
Command4=!swap
Command5=!cswap
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Attachment: Command.rar
(Size: 11.15KB, Downloaded 100 times)
[Updated on: Fri, 15 August 2014 08:41] Report message to a moderator
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Re: [SSGM Plugin] Command [message #488987 is a reply to message #488986] |
Mon, 11 August 2014 02:39 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
Neijwiert
Messages: 124 Registered: October 2009
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I'm not entirely sure but when you call "command_list.Add(command);" doesn't "StringClass command" go out of scope after "void Command::OnLoadGlobalINISettings(INIClass *SSGMIni)"? Becouse "bool Add(T const &object)" asks for a constant adress of object so it wont call the copy constructor?
Otherwise it's nice though.
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Re: [SSGM Plugin] Command [message #489001 is a reply to message #488986] |
Mon, 11 August 2014 19:55 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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It's fine since he's using DynamicVectorClass<StringClass>; the vector will create a new StringClass for each object. If it were DynamicVectorClass<StringClass*> you would be correct.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: [SSGM Plugin] Command [message #489018 is a reply to message #488986] |
Fri, 15 August 2014 06:12 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
iRANian
Messages: 4307 Registered: April 2011
Karma: 0
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General (4 Stars) |
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You need to add a small change to make sure the empty string "" doesn't get added to the commands list:
SSGMIni->Get_String(command, "Commands", StringClass::getFormattedString("Command%d", i+1), "");
if (command == "") { continue; }
command_list.Add(command);
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: [SSGM Plugin] Command [message #489022 is a reply to message #488986] |
Fri, 15 August 2014 08:13 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) |
iRANian
Messages: 4307 Registered: April 2011
Karma: 0
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General (4 Stars) |
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Yes, it makes no difference as the plugin prints the content of the commands StringClass vector and the plugin will add empty strings (""), but it's good programming practice to internalize so you don't get any issues when you're using the same method to read in a list in the future.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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