Quote:
Originally Posted by HamletEagle
I did not look at the code, so could you explain how it's different than using a trie and saving data with entity id as key?
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It also handles entity remove.
Quote:
Originally Posted by HamletEagle
Because if there is no practical advantage over a trie I would not create unneded dependencies.
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1. Readability - get/set functions, but you can also create them in your local implementation.
2. Error prone. But looks like that entity data implementation isn't complicated. (but, for example, player tasks in amxx are error prone, because even skilled amxx scripters sometimes forget to remove them on disconnect and other events)
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