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Sending the health twice is not a big waste of bandwidth. Hell, almost
everything that player_resource sends is already networked.
Anyway, the usermessages are meant to send a message to the client, not to
network variables. It's more like... when the player picks up an battery, an
usermessage is send to play the battery-pickup-sound. It's not really the
case with MsgFunc_Battery but it should be :P

On 9/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Although I'm not actively searching for this sort of thing, as some may
> have noticed from http://tinyurl.com/m2n5j I'm concerned about possible
> wasted bandwidth.
>
> So, is the armor network code more of a bandwidth hog, with the
> MsgFunc_Battery() message-passing, than the normal SendPropInt()
> networking?  If so, why is it done this way?  Is there some advantage in the
> closed-source side of things?
>
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