Re: Set Player's max HP on spawn (TF2)
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EDIT: By original I mean the one with the lengthy statements. |
Re: Set Player's max HP on spawn (TF2)
By simply mentioning you by name that is a creditability attack?
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Re: Set Player's max HP on spawn (TF2)
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Additionally, we don't exactly have manoeuvring room to debate efficiency due to the limited (or lack of) options we have. Presume I take away my idea; you'd have nothing to 'suggest' 'improvements' on, because we wouldn't even have anything functional. Most of the ideas I supply are pseudo-design ideas anyway; something to make use of to BUILD UPON. You're not building upon, you're just taking my suggestion, improving it then stabbing me in the back for suggesting it by implying it's inefficient. |
Re: Set Player's max HP on spawn (TF2)
This forum is for scripting plugins not debate, if you want to debate feel free to send me a private message.
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Re: Set Player's max HP on spawn (TF2)
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Re: Set Player's max HP on spawn (TF2)
Actually your inefficient code IS Scripting genius, therefore its perfectly acceptable to debate here.
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Re: Set Player's max HP on spawn (TF2)
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Re: Set Player's max HP on spawn (TF2)
I win.
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Re: Set Player's max HP on spawn (TF2)
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Then see is you still disagree with him. //I have over 25 Years in IT and am currently a Senior Software Engineer doing Production Support for VWoA. |
Re: Set Player's max HP on spawn (TF2)
@narris
Touche on given point. :) However (trying not to go off-topic too much, but that's not going to work :wink:), game code has to be pretty efficient to run on most machines (the bigger the machine base, bigger potential income). No game would seriously be maintained after 20 years (although I've seen this county's finances running on DoS and a copy of excel for backup - not cool). And typically, said game would be worked upon by a team who have their own specific 'modules' to construct. Once released it'd either be patched up for faults or a new one written. Games have a different requirement of code to say, a spreadsheet or database program. They don't have to render full blown graphics, they can afford some loss of efficiency. Readability is a must yes, but you do not need to sacrifice efficiency to make it readable. Only 'idiomatic C' that is supposed to be the most efficient way is the most unreadable. But I consider that shaving off a hair in order to lose weight. Ever had to write a well named, but super-lengthy g_pPlayerRemainingHealth[player] over a dozen times and you'll see why it gets shortened to 'i' or 'arr'. Additional Edit: When you have a stupidly short deadline, suddenly comments take a lot less priority. I'd imagine if I did work on a team I'd change my approach to match. |
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