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Hooking player actions (+reload, +attack2, etc)


  
 
 
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epicoder
Junior Member
Join Date: Oct 2012
Old 04-07-2014 , 20:55   Re: Hooking player actions (+reload, +attack2, etc)
Reply With Quote #9

Quote:
Originally Posted by Black-Rabbit View Post
Well nvm you idea than. It the way to track players action, people are afraid of calling codes in gameframes. It only bad if you do something crazy like accessing a keyvalue/create temporary entity/etc.. If you plan to declare variables use static and your all set.
Ok, I will keep this in mind.

Quote:
Originally Posted by Mitchell View Post
I dont under stand how it's expensive to use OnPlayerRunCmd?
I run my server on budget hardware that has barely enough memory to run srcds + sm core along with the other software stacks I run on it, and the CPU is not exactly a beast either. As such, I try to consider the impact of everything I am doing... Checking each and every usercmd when only one client will be allowed to do this in the end just seemed a bit excessive to me. But if that's the only way to do it, that's the only way to do it. Thanks for the information.
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