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Forum: Code Snippets/Tutorials 07-29-2012, 15:47
Replies: 121
Views: 157,865
Posted By Arkshine
Re: [TUT] Modules and efficient scripting

Don't trust too much the profiler...

Engine is slightly faster because it generally contains less code. But in your example, even if engine is should be faster, you won't see any significant...
Forum: Code Snippets/Tutorials 04-20-2009, 08:28
Replies: 121
Views: 157,865
Posted By Arkshine
Re: [TUT] Modules and efficient scripting

But it can be changed using the -num_edicts switch and for people which don't have a 32 slots, you will harcode such value it will be a waste of memory.
Forum: Code Snippets/Tutorials 04-20-2009, 08:25
Replies: 121
Views: 157,865
Posted By Arkshine
Re: [TUT] Modules and efficient scripting

@ xPaw : Not really. You don't have a forward which says you this entity is valid or not. Plus the number of max entity can be changed and is different whereas the max slots of server, it's not a...
Forum: Code Snippets/Tutorials 04-20-2009, 08:15
Replies: 121
Views: 157,865
Posted By Arkshine
Re: [TUT] Modules and efficient scripting

Not worth to do that because an entity can be not valid at any time because of plugins and others. So you will have to update constantly the entity state. No, really not safe and it will not be an...
Forum: Code Snippets/Tutorials 04-14-2009, 11:22
Replies: 121
Views: 157,865
Posted By Arkshine
Re: [TUT] Modules and efficient scripting

There is no problem with the mp5, the short name generated by the message is "mp5navy". ( The model name is mp5.mdl, a trick would be probably needed if playing with that, like in Gungame, but not...
Forum: Code Snippets/Tutorials 03-30-2009, 19:29
Replies: 121
Views: 157,865
Posted By Arkshine
Re: [TUT] Modules and efficient scripting

Indeed. We should use forward/natives provided intelligently depending the need and whatever the module.
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