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Re: ptr_for_handle
[Re: cro_games]
#225294
09/03/08 20:54
09/03/08 20:54
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
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OP

Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
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thanks, i just uncorrect formulate my sentence:) okay, so i'd try to explain from another point of view...
so i need to combine almost all entities on level with their skill1 as i dont know, what entity would load first, i see 2 ways of solving this: 1) - i set SkillFounder to 1 - run through all entities with the help of Ent_next() - select only entities, that i need for now(skill1 == SkillFounder) - combine them - set SkillFounder to 2 and run again through all entities - repeat until SkillFounder rich, say, 100
so i'd need to cycle through all entities 100 times
2) - i make large matrix, where i store handles - run only once through all entities, saving all pointers - after the cycling, i restore all pointers that i need(with skill1==1) - and combine them
so, what way is better? in first i need to make a lot of fast cycles, but in second i'd need to work with medium-speed Ptr_for_handle()
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