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Module: Threaded Sockets
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joropito
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Join Date: Mar 2009
Location: pfnAddToFullPack
06-03-2015 , 14:30 Re: Module: Threaded Sockets
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You're doing modules, not plugins. On plugins it's expensive in time because stack and calls.
A lot of modules uses StartFrame, it not too expensive in this case.
You have to do in game loop so it should be done in some game call.
If you don't like to use directly StartFrame, do in 1/10 calls of it.
Also you can create a dummy entity with custom Think time where you check for available data, but you will spent 1 entity from your limited max ent number...
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