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Any interest in deobfuscating the code? #17
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From what I know, the only reason for it to be still obfuscated is that the original sourcecode got lost. Would you mind to create a pull request? cheers |
Sounds good. I'll prepare a PR for the deobfuscation. If that gets approved then I'll create separate PRs for the bugs I mentioned. |
Thank you for your excellent PR #18 which significantly improved the codebase! 🎉 I've added some minor improvements on top:
I'd like to work on:
Please let me know when you're done with your planned changes, so I can do the cleanup work without causing merge conflicts. Thanks again for your valuable contribution! 🙏 |
You're welcome! I'm happy to help. These are the changes I have lined up. I'll create PRs for each of them:
Also, I couldn't connect to XDebug without making changes to launch.json. I'm curious if you've had any trouble. I had to add this to get it to work:
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I see the the following files are obfuscated:
I have deobfuscated those files. Before submitting these changes, I wanted to see if there is any reason I should keep it private.
Making this change has allowed be to fix a couple of bugs. One has to do with using the ftp feature to download files in a remote directory. After downloading the files, the code did not properly set itself up to actually process those downloaded files.
Another bug I noticed was that aliases were not properly being handled for the ExcessivePlus mod. When attempting to strip out color codes from the name, it assumed xp player names would only use xp-style color codes. In my case I was using vanilla quake 3 color codes. This caused the aliases to be blank.
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