(04-18-2015, 07:12 PM)Rebirth Wrote: Not quite sure how those checks will impact server performance but it doesn't look like an inline statement to me. You are not going to tell me that you are looping through all ships, do you lol? Just wondering.
What?
This will not impact server performance because FLHook can use multiple threads, unlike the server software. It becomes a performance problem when you add checks that happen in space. I'm also not sure why you think we'd have to loop through all ships, we can get all the data of the player's current ship through the realtime players map (Players[iClientID].iShipArchetype for example)