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View Poll Results: Should we put custom bodies?
Yes. 19 42.22%
No. 26 57.78%
Voters: 45. You may not vote on this poll

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  #1  
Old 09-26-2006, 03:17 AM
KuJi KuJi is offline
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Quote:
Originally Posted by Bl0nkt View Post
1.
I used "mode" to classify the "mode" the action is going through. Starting the game, ending the game, removing the weapon, etc...

Simple as that.


2.
I used a level list in an array since I was considering making that mansion that was in SR into part of the event. The level names in it had no specific order or similarity.



3.
Yeah, I called the "remove" function in its own triggeraction, considering I wanted to perform everything that happened in that particular block. Sure beats the hell out of random code stacking.

Btw, you spelled genius wrong.

ogod... you totally missed my points. Now you think the codes efficient.. GENIUSNESS!

1) You are saying you used mode.. right? Why didn't you just do params[0].. or a switch statement.

2) You could have made the level list on the serverside the whoel time.. and just made the level list consist of a levelstarts for each.

3) I doubt you can call the function your currently in (calling itself). You should have made a seperate function for it.
  #2  
Old 09-26-2006, 09:31 PM
Bl0nkt Bl0nkt is offline
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Quote:
Originally Posted by KuJi View Post
ogod... you totally missed my points. Now you think the codes efficient.. GENIUSNESS!

1) You are saying you used mode.. right? Why didn't you just do params[0].. or a switch statement.

2) You could have made the level list on the serverside the whoel time.. and just made the level list consist of a levelstarts for each.

3) I doubt you can call the function your currently in (calling itself). You should have made a seperate function for it.
If you check, the clientside needs that list as well.
  #3  
Old 09-26-2006, 09:37 PM
KuJi KuJi is offline
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Quote:
Originally Posted by Bl0nkt View Post
If you check, the clientside needs that list as well.
So whats wrong with making the level list a levelstarts?
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