-- [ Picked text/plain from multipart/alternative ] 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? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

