11.03.2015, 21:47
What I do is assume a reasonable upper limit, like 3 or 4 overlapping areas, and create an array that can store that many for each player. If they are in less than that, no problem. If they are somehow in more than that at once, I resort to PVars (yes, they DO have uses sometimes), since having 5+ overlapping areas is such an (IMHO) extremely unlikely case that the savings in memory outweigh extra costs from PVars.