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Entityhurt and Playerhurt lagg #48
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just a heads-up, with the old jint:
gave me ~100 ms diff for each pellet with a shotgun (on GSP server), but that was probably cuz there was only 1 engine for all the plugins, and Plugin.Invoke() called engine.Run(Code) every time |
I think better create new hook "OnShoot" or maybe "OnShotgunShoot" and mark all bullets with unique id (id of this shot) -----Original Message----- just a heads-up, with the old jint: |
did another test with jint2 and ironpython, the differences between hooks are ~5-15 ms, which is way better, but still every shot/pellet creates it's own event which calls "Fougerite.Player.FindByPlayerClient", etc... |
Instead of searching the Server.Players dictionary, if we have the playerclient, why not instance a Fougerite.Player with it and pass that? |
Or at least we could make Server.Players an actual dictionary and not a On 1 August 2014 03:53, Michael Crews [email protected] wrote:
Alexander Konovalov |
Giving a note for everyone to make sure to check into the event cause of the shotgun, or any automatic rifle which occurs lagg cause of that.
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