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SM Compiler Oddities


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 09-21-2018 , 22:55   Re: SM Compiler Oddities
Reply With Quote #11

There are a lot of optimisations in the current SourcePawn master for compile time with large global arrays.
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Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Old 09-23-2018 , 23:07   Re: SM Compiler Oddities
Reply With Quote #12

I'd be embarrassed over how many global arrays (and how large some of them are) but it runs so smoothly and stable that i feel obligated to keep pushing it to see how many more modules i can jam under one roof.

Unfortunately still compiling the main module on a 1.6 branch and then using newer modules natives/forwards to communicate the features present in 1.8 that aren't available in 1.6. Like certain aspects of steamworks require functionality that doesn't work properly in 1.6, such as a method of gathering steamid's, so i use a newer module to gather that information and then relay it so as to incentivize members of certain steamgroups (like the group's steamgroup) with bonus experience.

The end goal is to eventually move all the modules over to the latest sourcepawn master, though, and even to the new syntax, but it's just a harrowing amount of work to do it.
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