Quote:
Originally Posted by ConnorMcLeod
You are right, but in those cases, reliable msgs would have made clients to be disconnected in some situations (i don't know which ones exactly), so i think that for such visual effects, it's not a problem if players don't see them and it's still better than being disconnected.
About get_players, you would still save some is_user_connected native calls and you could also filter bots and hltvs.
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About MSG types one I must disagree. For example my HotVision plugin used to have MSG_ONE_UNRELIABLE and radar updates were random... Now by default it uses MSG_ONE and radar always gets updated, and no crash reports afaik. If I would use get_players() I would still have to filter team outside of it. Plus grenades aren't thrown every frame, so I think it's at least is acceptable that I filter alive and connected manually. If get_players() would have fixed team, than I would agree with you that it would be logical to use get_players() instead of making all filters myself. And just a little note, hltv shouldn't be filtered out if main cvar of my plugin is set to 2.
Being honest my loop method doesn't add an extra massive CPU load - it's simple, doesn't take much power, plus event isn't called that often anyway. =P
In fact if you'd insist on it, I'd simply use Bit system and when user connects/disconnects would get is it hltv or bot, and set connected/disconnected status. I just don't trust find get_players() as being an efficient method of filtering if you are using various modules.
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