18.02.2017, 08:37
Quote:
That would just be considered letting the timer complete its purpose. That isn't killing the timer. If you were to set a timer that didn't repeat, you would still need the timer ID if you were to kill it before it was executed. Letting the timer be executed and not be repeated wouldn't be considered killing the timer and requires no interaction anyway.
Timer IDs start from 1 and continually increment, but timer IDs are never reused, so each timer that is ever set has its own unique id. |
Isn't OnPlayerUpdate and some local callbacks being called by timers? OnPlayerUpdate is updating 30 times in 1 second right? So it means that a timer in it has an interval of 33.33ms? which means it's a timer handled callback?
Which also means that OnPlayerUpdate can be killed if you guessed the index? or basically write Killtimer(1); if you removed all other timer integrated callbacks? Just wondering