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Really. Y_Less this is for you.
Yes we've seen all the fixes, all the everything to do with pawn. But after so many releases in the 0.3 era
Why can't this be fixed? "native SetPlayerAmmo(playerid, weaponslot, ammo) - It asks you for the weaponslot but it should say weaponid."
Really? A TYPO can't be fixes as opposed to other bugs?
Yes we can change it ourselves... but wtf?
Posts: 2,938
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Quote:
Originally Posted by Steven82
Probably because it really doesn't matter compared to all the other bugs. Probably because while fixing the important bugs, they just forgot to change it. [sarcasm]Or it's that they just want to continue to see people like you whine about it.[/sarcasm]
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Hmm, well idk.
Quote:
Originally Posted by [ABK]Antonio
Why do that when the slots are all that matter... If you wanted, you could just GivePlayerWeapon...
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Uhh ... ok?
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An intentionally introduced change is by definition not a bug.
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I agree that is would not make much sense to actually take the code of the plugins and write them into the SA-MP source, for the very reasons Y_Less said before. Also sscanf as a native function provided by the server would probably not be any faster than the one provided in a plugin as he also mentioned, which makes sense...
But what I meant with my post on the 1st page is that having objects and other world elements streamed fully in client-side (perhaps with the amount of objects limited by memory or some arbitrary value) would decrease the load on servers... since having 30000 objects on the server - although divided into cells efficiently by Incognito's clever code - with 200 actively roaming/teleporting players online uses very much resources. So it would make things easier for server owners and hosting providers. I don't know what the downsides to this would be, although it could be argued the profit from this is going to be small...
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I don't agree with sscanf or any other plugin integration, it makes no sense. Sa-mp source means SA-MP source and nothing not related with it.
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Quote:
Originally Posted by Gamer_Z
I think because you also need to be able to debug with players online. (not simulated players).
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Did you ever debugged a C++ gamemode with players on the server? When you debug something, you freeze the application. Freezing the server results in a huge desynchronization, the client thinks the server is not online and looses the connection to it.