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[TUT] Modules and efficient scripting


  
 
 
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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 03-29-2009 , 11:24   Re: [TUT] Modules and efficient scripting
Reply With Quote #11

Quote:
Originally Posted by ot_207 View Post
I know, you don't need to explain, this is your situation or any other good coders situation. There are some problems that will be fixed on that tutorial. If a scripter needs it he will modify the code. It depends on experience at first, if a scripter is a beginner he can't be able to see all weak spots of a code. That is a thing which everyone will learn with time.
The thing is: despite the fact that his code make things better it also does things wrong. It is re-setting models on spawn so, in a 32 slots full server, when a round begins it is re-setting 32 models (despite the fact that it is not needed). And because of that it also has tasks to prevent problems that can arise from these simultaneous re-sets. So, it's not only the efficient that it can be as it also can still let problems happen. By hooking team join event you would never re-set 32 models at the same time.

So basically what am i saying?
Changing its code like i said is not a trivial optimization but, for me, a obligatory one.
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Last edited by joaquimandrade; 03-29-2009 at 13:14.
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