Using clientr, client, serverr, server vars wisely.
All of these vars need to be sent to the player on update serverside. This can create lag. Also, client and server vars being updated constantly clientside can create a lot of output to the server.
Alt+4 shows input/output bytes for the player.
A few of the old reused damage functions on Classic have been updating constantly clientside, and there were a lot of variables being sent to the player from the serverside of the damage system. Variables that the player didn't need to have immediate access to. If the player doesn't need immediate access to a variable clientside, just set the variable as a player.var serverside. The variable will save in the flags when you set a player.var as a non-prefixed var.
Hope people take some wisdom from this.
Still need to work it out of the drunk movement system, but need to approach how. |
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