Surf_AG-Final Manager
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Re: Surf_AG-Final Manager
- If the touched entities in fwdTouched( ) have the same classname you can use register_touch for less calls.
- Add an alive check in fwdCmdStart( ), consider using hamsandwich instead. |
Re: Surf_AG-Final Manager
Well done, hope you have tested this thoroughly.
Here are some things you could change: - I believe the first check you should do in fwdTouch is ( 1 < id < maxplayers ). - I'm not really sure wether checking is_user_connected in that touch forward is required but if it really is - cache that value on client_connect/client_disconnect. - Both of those model-arrays are way too big. |
Re: Surf_AG-Final Manager
I'd prefer
if( g_FwdSpawn > 0 && get_pcvar_num(pWpnRm)) |
Re: Surf_AG-Final Manager
You don't reset godmode after touch, is there any reason for that ?
Also, you may consider using register_touch from engine, that way you won't have to check for player and for valid ent. register_touch("func_wall", "player", "FuncWall_Touch_By_Player") public FuncWall_Touch_By_Player( iWall, iPlayer ) End, you may use Tries for model check, Ham for spawn forward and for TraceAttack instead of CmdStart. @xPawn This is the same, only advantage would be to save a var. |
Re: Surf_AG-Final Manager
There are a few mistakes and optimizations that can be made, however it is acceptable.
If you would like any information regarding possible adjustments you could make or things you could do to make this better, please feel free to post here or PM me. Approved. |
Re: Surf_AG-Final Manager
Nice pluging!
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