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You
might want to consider making that variable part of the client data so that it's
(1) bit packed, and (2) processed through normal channels.
For
instance, in "The Opera" I made the action meter the same thing, but using bit
packing and settings in "delta.lst" it's handled as only 6 bytes. I'm guessing
the armor value doesn't need to be exact when it comes to the client, so you can
lower the amount of bits it uses when sent. For instance, you can represent the
value as 10 bits instead of the 14 bits it would normally require; inherently,
that means the data would only be sent 1/16th of the time (my math might be
wrong; it's early, OK?).
Am I
making sense here?
Tnx & Rgds...
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