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Added cl_show_server_triggers_* cvars (related to plugin PR) #183
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Original file line number | Diff line number | Diff line change |
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@@ -16,7 +16,7 @@ | |
#define STUDIO_EVENTS 2 | ||
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#define MAX_CLIENTS 32 | ||
#define MAX_EDICTS 900 | ||
#define MAX_EDICTS 2048 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Is this related? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Of course! That depending through how many entities we want to iterate to find triggers! if ((gHUD.m_pShowServerTriggers->value > 0) && (gHUD.m_pShowServerTriggers->value != 2.0f))
{
for (int e = 0; e < MAX_EDICTS; ++e)
{
cl_entity_t* ent = gEngfuncs.GetEntityByIndex(e);
if (ent)
{ According to the investigate from Solokiller, max edicts can be no more than 2047, anything higher than this will have cause crash: ValveSoftware/halflife#1777 There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd also started to think might be it should controllable instead? Like if the map have a not much entities, then you don't want to do extra iterations and it will boost some performance, right? Since that code would run the each frame for updating triggers Making some cvar like There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. CVar is definitely not the right solution here There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Let's just leave it as is for now, since it doesn't run with showtriggers 0 |
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#define MAX_MODEL_NAME 64 | ||
#define MAX_MAP_HULLS 4 | ||
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Why not? Is it preserved server-side too?
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Eeeh, well, absmin/absmax triggers seems to be draw as should for the most of maps, but I had noticed that on some specific map (
dyd_axn_plant
) in a specific place it draw not the right size as should, so I'd keep that second mode for a reserve case, like if the main mode is would having some issuesCorrect draw:
Wrong draw: