09.06.2015, 16:18
You have some really weird setup with your player data and system data they are basically pooled together creating an excessive amount of indexes.
I don\'t know what you were thinking but you completely over thought your entire system it should look more like this. On a 500 player server what you have will create 50,000 indexes for each enum entry that is indexed!
I don\'t know what you were thinking but you completely over thought your entire system it should look more like this. On a 500 player server what you have will create 50,000 indexes for each enum entry that is indexed!
Code:
Float:pPaddyPosY[MAX_PADDYS], Float:pPaddyPosZ[MAX_PADDYS], Text3D:pPaddyText[MAX_PADDYS],
Code:
enum gPaddyData { pPaddyUsed = 0, pPaddyObject, pPaddyProgress, pPaddyFillWater, Float:pPaddyPosX, Float:pPaddyPosY, Float:pPaddyPosZ, Text3D:pPaddyText, ///////////////////////////// pPaddyHarvestUsed, pPaddyHarvestObject, Float:pPaddyHarvestPosX, Float:pPaddyHarvestPosY, Float:pPaddyHarvestPosZ, Text3D:pPaddyHarvestText, } new SystemInfo[MAX_PADDYS][gPaddyData]; enum fj { ///////////////////////////// pHasHireVehicle, pVehicleHire, pTrailerVehicleHire, pPaddyInTrailer, Text3D:pTrailerText, //////////////////////////// pPaddyHarvestInVehicle, pPaddyHarvestInVehicleObject[5], //////////////////////////// pUpdateTime, }