18.02.2017, 09:33
Quote:
No i don't think so,
Isn't the average call time of this OnPlayerUpdate is around what the server.cfg was set for onfoot_rate, incar_rate, and weapon_rate? For example if onfoot_rate is set to 500ms, any on foot player actions (such as walking and animation) will trigger this callback around 500ms too. Those are external calls (between server and client), i don't think it's called with SetTimer(). There is also the pawn default function timer(),delay(),settimer() which is not included in the sa-mp. |
Like public OnFootPlayerUpdate?
I think I read someone saying that all those are combined on OnPlayerUpdate() which is called by different functions. That's why it's called 30 times per second...
That's what I wanted to know the timer thing so the OnPlayerUpdate is server created timer and then which means settimer is indexed on a different scale...
Back to the opened topic by @Hansrutger is it possible to kill a timer without it being indexed by the gamemode?
The answer would be a probability am I right. A probability of whether you guessed the timer's index without creating a variable to index it.. Or is it still impossible even threading the needle?