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InsideQC Forums • View topic - Engine traceline?

Engine traceline?

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Engine traceline?

Postby Mexicouger » Sun Nov 14, 2010 5:28 am

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Postby Eluan » Sun Nov 14, 2010 6:56 am

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Postby gnounc » Sun Nov 14, 2010 7:09 am

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Postby Mexicouger » Sun Nov 14, 2010 9:03 am

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Postby Baker » Sun Nov 14, 2010 12:08 pm

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Postby mankrip » Sun Nov 14, 2010 2:44 pm

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Postby Downsider » Sun Nov 14, 2010 5:03 pm

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Postby Ranger366 » Sun Nov 14, 2010 5:16 pm

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Postby Mexicouger » Mon Nov 15, 2010 2:37 am

I mean like using a traceline in the engine. I have a traceline that I use in player_pre_think, and I can't find any way to make it false. It really is heavy on the framerate(I lose around 3-4 fps)

So I thought If I just did it in The engine, I might save some memory strains. And the function is to make the crosshairs turn red. when the traceline hits something that takes damage, the crosshair turns red.
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Postby r00k » Mon Nov 15, 2010 7:39 am

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Postby Spike » Mon Nov 15, 2010 5:27 pm

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Postby Mexicouger » Mon Nov 15, 2010 11:09 pm

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Postby mankrip » Mon Nov 15, 2010 11:33 pm

Create a float crosshair_time, and use it to only run the traceline check at a fixed time interval, like 0.1 seconds.
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Postby Sajt » Mon Nov 15, 2010 11:38 pm

The traceline is already done in engine code. All QC does is call the function. All the overhead isn't in the function call, it's what the function itself (which in the engine) is doing. Moving the traceline CALL to the engine won't solve anything.

In the other thread I posted an example of what mk suggested...
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Postby frag.machine » Tue Nov 16, 2010 1:12 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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