xeross155
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Well for now you could write a script that gets triggered by your server wrapper script that queries the database for its current version and updates it as needed, and after that you launch the server.
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Don't use python 3
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@Dark_Oppressor 1. You can indeed just compile the AHBot version directly, or merge it into a clean version of MaNGOS (Even make a patch), just take a look at the GIT tutorials in some subforum don't recall which one (I think it's called "Source code mastery") 2. Yes it takes a while for them to appear, how long I don't really know 3. Yes it uses this GUID to not require an actual character to exist for the auctions, it just takes the highest possible value for that variable type and if it the client asks the server for the name the server will check if it matches that and returns the configured name for the AHBot. ~Xeross
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that should also be pretty easy to do with cipherCOMs eventsystem. just drop the hook from an event (-> remove it from the unordered_set) and you're done. creating a command for doing that shouldn't be too hard. I know it isn't that hard, just stating it, but thanks for the reply anyway.
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For now it will simply be a toggle in the mod yes m_enabled (It's already implemented just not with commands), and once we move to .so/.dll based stuff I indeed want to look into actual reloading of the .so/.dll.
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What I also wanted to do was make an easy way to disable mods during runtime, so they can be disabled with an in-game command, and then the ModMgr will check if a mod is enabled before firing its hooks or before calling its timer for example.
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As far as I can tell DasBlub's event system works pretty much like a hooking system, you hook into events and the manager triggers the hooks.
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Well that's the plan when I get to it, yes
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No just temporarily stopped. I might pick it up again if I find the time
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Well Cyber hasn't ticked it off in the main post yet
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The reason it's not in the core yet is because it doesn't match the MaNGOS coding standard, once that's finished it should be accepted.
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The best way to implement hooks would probably be with a central HookMgr so we can just so something like sHookMgr->addHook(HOOK_MONSTER_KILL, funPtr); And then add an sHookMgr->triggerHook(HOOK_MONSTER_KILL, cInfo); into the Player::KilledMonster function, or something similar, but I'll have to brush up on function pointers for this.
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Well each mod would in the end be a set of one or more classes that is isolated from other mods and that would invoke either some MaNGOS singleton or something in xMods itself.
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