Автор отправил этот репозиторий в архив, он больше не поддерживается.
В этом репозитории нет файла лицензии. Код открыт для чтения, но само по себе это не даёт права использовать его.
Установка через sampctl
sampctl package install Southclaws/OnPlayerSlowUpdate
Выполните в папке проекта. sampctl скачает пакет и его зависимости.
Зависит от 2 пакетов
- sampctl/samp-stdlibнет в этом каталоге
- pawn-lang/YSI-Includes★ 226
Используется в 1 пакете
README.md
OnPlayerSlowUpdate
This library provides the event OnPlayerSlowUpdate which is like
OnPlayerUpdate except it only fires every 100ms instead of every ~20ms. This
allows multiple packages using tickers to align to a more central point of truth
for sync etc.
It's simply a y_timers ptask under the hood, and you are encouraged to use these
more often than a monolithic timer but sometimes it's necessary to call events
in some libraries in sequence in the same callback chain. This library is for
those situations where OnPlayerUpdate is too fast and unpredictable (the time
between calls varies a lot depending on many factors).
Throughout Scavenge and Survive, there were many modules that ran on a 100ms timer, a lot of these modules queried each other for data. At one point I started to add events to each module so it then consisted of a ton of timers calling a ton of further events and it became ridiculous. This was one case that the architecture fit better around a central "event loop" kind of mechanism that consisted of a single callback that was fired every 100ms and allowed each module to communicate without unnecessary events and slightly out of sync data.
This is mainly just a fix for a problem I introduced myself, eventually, this will most likely disappear in favour of a better architecture.
Installation
Simply install to your project:
sampctl package install Southclaws/OnPlayerSlowUpdate
Include in your code and begin using the library:
#include <OnPlayerSlowUpdate>
Usage
Simply hook OnPlayerSlowUpdate and shove your code in it:
hook OnPlayerSlowUpdate(playerid) {
doStuff();
}
Return values have no effect.
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