From c79c62472a19cef14855a727221bfb625e4b6044 Mon Sep 17 00:00:00 2001 From: svolobuev Date: Tue, 2 Apr 2013 21:42:39 +0400 Subject: [PATCH] update link EvE File Formats --- .../entries/injecting-arbitrary-python-into-eve-online.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/daeken.com/entries/injecting-arbitrary-python-into-eve-online.md b/daeken.com/entries/injecting-arbitrary-python-into-eve-online.md index 7ed0ae5..4474c46 100644 --- a/daeken.com/entries/injecting-arbitrary-python-into-eve-online.md +++ b/daeken.com/entries/injecting-arbitrary-python-into-eve-online.md @@ -23,7 +23,7 @@ In my early experimentation, I noticed that traceback.print_exc() would go to th All Python code in the client is Stackless Python bytecode and split up into a few files: lib/corelib.ccp, lib/corestdlib.ccp, lib/evelib.ccp, script/compiled.code. You can read about the details of these files on the [EVEmu Wiki][2] if you want to play with them. Anyway, the compiled.code file holds the bulk of the game code, but if you inspect sys.modules, you won't see anything from there. That's because it's handled by the 'nasty' module in libccp. To expose these modules to sys.modules (and thus make it easy to import them): ` import sys import nasty for key, value in nasty.nasty.mods.items(): sys.modules[key] = value ` - [2]: http://wiki.evemu-project.co.cc/eveFileFormats + [2]: http://wiki.evemu.org/index.php/EVE_File_Formats # Services