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Using Watch Damage

 
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Lynx
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PostPosted: Sat Jul 31, 2010 9:29 am    Post subject: Using Watch Damage Reply to topic Reply with quote

I'm attempting to log the amount of times a player has been hit by a certain type of bullet, bomb or mine. The best way I can think of doing this is to use Watchdamage, however I was just wondering how much strain that would put on the server - for example, if 30 players were having their damage watched, and tracked? Would problems could I expect, if any, or are there any other solutions that better fit my requirements?

Thanks.
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Cheese
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PostPosted: Sat Jul 31, 2010 1:20 pm    Post subject: Reply to topic Reply with quote

almost zero strain on the server, but it doubles bandwidth


you can also just watch position energy for changes, but its far less reliable
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Lynx
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PostPosted: Sun Aug 01, 2010 6:46 am    Post subject: Reply to topic Reply with quote

Thanks for the reply.

I've also noticed that watchdamage.h has no python comments. Does this mean that I'll have to either edit the header to allow python manipulation/code the module in C, or is there some reason why watchdamage has no python comments?

Code: Show/Hide

#define I_WATCHDAMAGE "watchdamage-1"

typedef struct Iwatchdamage
{
   INTERFACE_HEAD_DECL
   
   int (*AddWatch)(Player *p, Player *target);
   /* adds a watch from player on target */
   
   void (*RemoveWatch)(Player *p, Player *target);
   /* removes a watch from player on target */

   void (*ClearWatch)(Player *p, int himtoo);
   /* removes watches on player, both to and from, including modules */

   void (*ModuleWatch)(Player *p, int on);
   /* toggles if a module wants to watch player */

   int (*WatchCount)(Player *p);
   /* tells how many are watching this player, including modules */
} Iwatchdamage;


Thanks
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Dr Brain
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PostPosted: Sun Aug 01, 2010 8:33 am    Post subject: Reply to topic Reply with quote

Yes, you'll have to edit the header. You can submit your modifications as a patch to the bitbucket bug tracker if you want to see it integrated with the core.
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