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FF2 Plugin Changes

01Pollux edited this page Jan 13, 2021 · 4 revisions

Compiling Old Plugins

Generally you only need to add #define FF2_USING_AUTO_PLUGIN or #define FF2_USING_AUTO_PLUGIN__OLD and remove #include <freak_fortress_2_subplugin> and it should compile fine. You can always check this Library to see some examples on how to update/make your own plugin.

FF2_USING_AUTO_PLUGIN: Allows you to obtain your own this_plugin_name dynamically and re-forward your plugin to FF2_OnAbility2. FF2_USING_AUTO_PLUGIN__OLD: same as last one, except it hides some VSH2 features such as FF2_OnAbility2(FF2Player, ...), FF2CallType_t, etc...

KeyValues

Anything KeyValues related SHOULD be deleted! you can easily replace it with FF2Player.Get[Int, Float, String](Key_Name) and it should do just fine

FF2Flags

Anything flag related is not really needed anymore, use FF2Player.GetProp[Any, Int, Float](Key_Name) instead.

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