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[CS1.6|CZ] Improved Jetpack+Bazooka


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YamiKaitou
Has a lovely bunch of coconuts
Join Date: Apr 2006
Location: Texas
Old 10-31-2014 , 15:14   Re: [CS1.6|CZ] Improved Jetpack+Bazooka
Reply With Quote #11

Quote:
Originally Posted by HamletEagle View Post
You should start reading the quote, where he stated this.
I overlooked it because he addressed it within the quoted message. I have modified his post so others don't do the same thing.

Quote:
And yes, it's beneficial, user can edit the plugin easier and reading a file just one time won't hurt anyone.
In this case, CVars and Constants are the best option.


Quote:
Originally Posted by yokomo View Post
1. It's not so hard to compile pawn plugin, no need i think. I just want to avoid calling get_pcvar_* natives.
There are some people out there who don't know that they need to recompile the plugin after they make the changes. Anything that has the ability to be modified during gameplay should be a CVar, such as item costs and quanities. Anything that must remain constant throughout the plugin's lifetime should be a Constant, such as model paths or entity names.

Quote:
Originally Posted by yokomo View Post
2. No need, just let it stay like that.
3. No need, just let it stay like that.
Readability and consistency are key things you should always remember when you code...

Quote:
Originally Posted by yokomo View Post
4. As i remember FM_ClientDisconnect is not call on map change, i avoid to calling this on map change.
Why don't you want it called on map change?

Quote:
Originally Posted by yokomo View Post
7. not so sure, maybe 1/100 chance to get out of range player index here. Because i used it for many months never have issue with player out of range yet.
You should always check to see if the entity is valid and acceptable before you use it
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Last edited by YamiKaitou; 10-31-2014 at 15:15.
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