Search found 12 matches
- Tue May 15, 2018 2:35 am
- Forum: General Discussion
- Topic: SourceMod interop
- Replies: 16
- Views: 14695
Re: SourceMod interop
I have control over an extension binary. How would I go about exposing symbols on the C++ extension so the SP plugin can find them on windows and linux?
- Tue May 15, 2018 12:32 am
- Forum: Plugin Development Support
- Topic: Coding with VS Code
- Replies: 3
- Views: 3860
Re: Coding with VS Code
But this should only add the Python packages. SP also has Python packages that are written in C++. You could fake those packages by looping through all of them and their functions/classes/etc. and create dummy Python packages. It'd be nice if sp had dummy declarations for those, with type info even.
- Sun Mar 25, 2018 2:50 pm
- Forum: General Discussion
- Topic: SourceMod interop
- Replies: 16
- Views: 14695
Re: SourceMod interop
Zeus wrote:I'm a bit confused; does this mean we can receive forwards from sourcemod plugins?
That is not the point of the example, but it can be done easily with an extension that can already communicate with a source.python script.
- Mon Feb 05, 2018 2:00 pm
- Forum: General Discussion
- Topic: SourceMod interop
- Replies: 16
- Views: 14695
Re: SourceMod interop
Great news. So SP should always load after SM, are there any mechanisms in place that detect mms/sm and do this automatically or is it up to the user?
- Fri Feb 02, 2018 11:15 pm
- Forum: General Discussion
- Topic: SourceMod interop
- Replies: 16
- Views: 14695
Re: SourceMod interop
Thanks for that amazing response! I am currently working on handling dynamically assigned natives, using libffcall (https://github.com/fakuivan/SMConnect/blob/dev/natives.cpp#L38-L50) I see that it is possible to use ``memory`` module to call exported functions on extensions. Now how would we go abo...
- Thu Jan 25, 2018 5:14 am
- Forum: General Discussion
- Topic: SourceMod interop
- Replies: 16
- Views: 14695
SourceMod interop
I've been developing SourceMod plugins and extensions for a long time now and I feel quite comfortable digging into the source and reading documentation, but one thing I can't stand is SourcePawn, the mediocre language SourceMod plugins are coded in. Python on the other hand is a wonderful language,...
- Sat Dec 30, 2017 3:40 pm
- Forum: General Discussion
- Topic: Discord "server" for sp
- Replies: 1
- Views: 3044
Discord "server" for sp
Is there an official discord "server" for this project? If not, are there plans to open one?
- Wed Dec 20, 2017 2:16 pm
- Forum: Whatever
- Topic: Free games!!
- Replies: 43
- Views: 105749
- Mon Dec 18, 2017 7:37 pm
- Forum: Whatever
- Topic: Free games!!
- Replies: 43
- Views: 105749
Re: Free games!!
https://www.humblebundle.com/store/laye ... soundtrack the game and the soundtrack are free on hb
- Wed Dec 13, 2017 6:21 am
- Forum: Whatever
- Topic: Free games!!
- Replies: 43
- Views: 105749
- Fri Dec 08, 2017 2:07 pm
- Forum: Whatever
- Topic: Free games!!
- Replies: 43
- Views: 105749
- Sat Nov 11, 2017 10:51 pm
- Forum: Plugin Development Support
- Topic: Coding with VS Code
- Replies: 3
- Views: 3860
Coding with VS Code
Is there a way to get VS Code with intellisense working with source.python libraries?
Usually this can be achieved by setting the "python.pythonPath" project variable to the python interpreter used for that project, but this is not the case for sp since there's no interpreter executable.
Usually this can be achieved by setting the "python.pythonPath" project variable to the python interpreter used for that project, but this is not the case for sp since there's no interpreter executable.