andreixd23 / zombiereloaded

Automatically exported from code.google.com/p/zombiereloaded
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zr_enabled #4

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Make support for completely disabling the plugin. If disabled/denabled mid-
round, restart the round and remove/setup hooks.

Original issue reported on code.google.com by richard.helgeby@gmail.com on 4 Jan 2010 at 6:29

GoogleCodeExporter commented 8 years ago
Added milestone label.

Original comment by richard.helgeby@gmail.com on 17 Jan 2010 at 12:18

GoogleCodeExporter commented 8 years ago
When disabling, make sure modified cs:s convars are restored if ZR modify any 
of 
them.

Original comment by richard.helgeby@gmail.com on 20 Jan 2010 at 11:33

GoogleCodeExporter commented 8 years ago
Updated status and changed to normal priority because several people requested 
this, 
and because the new base will make it easier.

Original comment by richard.helgeby@gmail.com on 20 Mar 2010 at 11:33

GoogleCodeExporter commented 8 years ago
zr modules disable_all

Can I mark this as completed?

Actually gamerules will currently refuse and print a message.  Maybe I should 
make gamerules disableable.  If it is re-enabled it would automatically 
re-enable modules that the config says if you change the game mode.  This would 
be the re-enable method.

I'll leave this open to remind me to unblock gamerules.

Original comment by andrewbo...@gmail.com on 2 Jul 2011 at 8:33

GoogleCodeExporter commented 8 years ago
Remaining modules that need special treatment when disabled (modules not listed 
already have it):
* fog - Remove fog changes (probably need to store original values too).
* gamerules - Maybe only allow disabling if a global unloading-flag is set, so 
admins can't disable the module directly.
* speed - Reset entity properties if modified (LMV-value, max speed).
* stripobjectives - Not sure if it's possible to re-add removed stuff. Maybe 
just disabling and hiding entities is possible.
* class attribute modules - Reset player modifications

When enabling it gets a little bit more complicated. Modules should only need 
to care about enable/disable events. But some events and forwards aren't fired 
during late load. 
Basically it's modules who depend on config events and player authorization 
events.

The events might need to be faked for modules that rely on them. Which module 
will be responsible for this? Maybe need a non-module manager that's called 
every time ZR is loaded and will fake events when appropriate.

Original comment by richard.helgeby@gmail.com on 28 Apr 2013 at 10:11