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Forum: Discussion 30/07/2014, 04:45 AM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Respuesta: Re: Gamemode Script Layout

Yes, but if you are writing a mode, don't use "stock" - that's only useful for libraries.
Forum: Discussion 29/07/2014, 08:50 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

All the suggestions are generally, do what you already plan to do. Make sure your interfaces are clean too - keep all variables "static" from the start and let different files interact with each...
Forum: Discussion 24/01/2014, 01:51 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Try my new commit.
Forum: Discussion 24/01/2014, 01:17 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

I can probably up it again. In fact, I might re-write it so adding new values is simpler and so it uses a better search method based on files instead of just a huge single file. It is currently at...
Forum: Discussion 24/01/2014, 12:20 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

If you are using 3.1 300 may be an issue - for one thing you can only have 256 files that hook things, and even if every one of them hooked OPU that's still not 300. Also, the hook method isn't the...
Forum: Discussion 24/01/2014, 12:02 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Scripting in files - too much?

Disclaimer: Every file in YSI has a generic header that's about 100 lines of comments with API and license listed - I'm going to ignore this header for the sake of this post because it isn't...
Forum: Discussion 30/09/2013, 09:46 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Includes

Just remember: you are there to make the compiler's job easier, not the other way around. This means:

No defines - they have to be parsed multiple times.

No includes - that requires a file...
Forum: Discussion 30/09/2013, 05:00 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Includes

A better question is why are you trying to optimise compile times? Long ones take maybe 30 seconds, and you're unlikely to be able to go much beyond what it takes. Includes are just another place...
Forum: Discussion 02/05/2013, 08:21 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

I removed the code that pushes and removes arguments from the stack, so they're pushed once - multiple hooks are called, then all removed at once too. I've written a very detailed post about it...
Forum: Discussion 02/05/2013, 07:47 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Not really, in fact the next version of y_hooks is improved to the point of being faster to use hooks than not to use hooks!
Forum: Discussion 13/08/2012, 05:05 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

You are right about single-threaded processing, yes.
Forum: Discussion 13/08/2012, 03:06 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Well you said you were already hooking them so I'm assuming you already have multiple custom OnPlayerUpdate functions.
Forum: Discussion 13/08/2012, 02:47 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Respuesta: Re: Gamemode Script Layout

OK, there are multiple questions here:



My post was poorly worded sorry. I meant that if you have an include with a variable called "gSomeData" and it stores some data then you can use it in...
Forum: Discussion 13/08/2012, 12:58 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Have you considered that if it was ordered you wouldn't need to search as much as all the functions related to the one you were currently working on would be within scroll distance?
Forum: Discussion 13/08/2012, 07:27 AM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Yeah, or there is functionality that you can use in there.
Forum: Discussion 12/08/2012, 09:59 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Yes, but that's actually the easy part!
Forum: Discussion 12/08/2012, 06:59 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

I do have an idea for true globals as it is possible to read arbitrary memory addresses. IF you can find the address of some variable in another script then you can use reduced code to read it (but...
Forum: Discussion 12/08/2012, 08:58 AM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

Dan: look up y_master, it does multi-script functions very smoothly. Not variables though, but frankly globals are bad, you should just be using functions to access different script modules,...
Forum: Discussion 07/07/2012, 11:19 PM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

That has never happened to me ever, in MANY years of coding!
Forum: Discussion 05/07/2012, 02:41 AM
Replies: 148
Views: 26,197
Posted By Y_Less
Re: Gamemode Script Layout

OK, I'm intrigued, those of you who arrange your code by declaration type instead of function, why do you think this is a good way of doing it? And this is an honest question not sarcasm! The fact...
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