Then natural questions arise:
1. Fakemeta High:
Would it make sense to replace
To another way (example)
set_pdata_int(id, m_offset_myvetype, MOVETYPE_TOSS, player_offset5)
set_pdata_int(id, m_offset_solid, SOLID_TRIGGER, player_offset5)
set_pdata_^^VECTOR?? ( bla bla bla bla )
1.1 Will this add to the speed of function execution, memory access and rewriting?
1.2 Does it make sense inside the plugin to redefine functions like this:
2. Module codding
#define pev(%1, pev_classname, %2, %3) entity_get_string(%1 ,EV_SZ_classname,%2, %3)
#define set_pev(%1, pev_classname, %2) entity_set_string(%1 ,EV_SZ_classname,%2)
#define set_pev(%1,pev_movetype,%2) entity_set_int(%1,EV_INT_movetype, %2)
2.1 Then why not create a new module that is the fastest and most direct , or add functionality to the old ones ?
2.2 I couldn't find a normal tutorial on creating my own module. If anyone has it, give me a link. Even according to the mighty Orpheus, I didn't fucking succeed with a big fit of anger.
3.1 Unfortunately, it was enough for me to read only 1 time: Try to use Fakemeta, and I built the plugin based on this. Such comments should be deleted or marked as "bad" advice.
3.2 I did find the Amxx 1.9.0 Pre-release notes
And AMX Mod X 1.10.0 5461
This would be very intresting to use. Cause I still use official 1.8.2