engine->fakemeta (register_impulse)
I want to delete engine from my plugin and it's almost done, but I have one problem, how to change register_impulse to some fakemeta or hamsandwich way? I found Ham_Player_ImpulseCommands but I can't check number of impulse in this (I need hook only impulse 100).
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Re: engine->fakemeta (register_impulse)
want to delete engine from my plugin
You gain nothing to do that. Also, engine is generally faster than fakemeta. It doesn't matter how many modules you have. Leave as it is. If you don't know what you are going and not having a specific reason, use engine. By th way, read this : http://forums.alliedmods.net/showthread.php?t=88792. |
Re: engine->fakemeta (register_impulse)
Thank You Arkshine for info, i always think that fakemeta is fastest and best, now I'll try to not use this module (if better).
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Re: engine->fakemeta (register_impulse)
All is depending the need. Just use/choose intelligently the natives whatever the modules.
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Re: engine->fakemeta (register_impulse)
So is no diffrent how many modules I'll use?
PS. read my topic about create light, You are good as see so maybe You can do it .. |
Re: engine->fakemeta (register_impulse)
It doesn't matter yes.
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Re: engine->fakemeta (register_impulse)
One more question, what you tell about using engine natives in fakemeta forwards?
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Re: engine->fakemeta (register_impulse)
You can without problem.
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Re: engine->fakemeta (register_impulse)
Impulse is a good example on how engine can be better than another module.
client_impulse is sent only when impulse is different from 0 register_impulse callback is only called when the numbre you passed is equal to player impulse. With fakemeta you have to hook CmdStart every time it is sent and to check impulse value. With ham it's the same, the forward is sent every frame and you have to check impulse value. So engine is really better for that specific need. See convertions : http://forums.alliedmods.net/showthread.php?t=77765 |
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