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Global TextDraw functions per-player #53
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Great. Other global textdraw functions should also have per-player alternatives: native TextDrawLetterSize(Text:text, Float:x, Float:y);
native TextDrawTextSize(Text:text, Float:x, Float:y);
native TextDrawAlignment(Text:text, alignment);
native TextDrawColor(Text:text, color);
native TextDrawUseBox(Text:text, use);
native TextDrawBoxColor(Text:text, color);
native TextDrawSetShadow(Text:text, size);
native TextDrawSetOutline(Text:text, size);
native TextDrawBackgroundColor(Text:text, color);
native TextDrawFont(Text:text, font);
native TextDrawSetProportional(Text:text, set);
native TextDrawSetSelectable(Text:text, set);
native TextDrawSetString(Text:text, string[]);
native TextDrawSetPreviewModel(Text:text, modelindex);
native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native TextDrawSetPreviewVehCol(Text:text, color1, color2); (if it is possible for everything) |
It's possible, but from my view it would be very messy. Global textdraws, globals for player & player textdrwas. wtf :D |
Yeah, I know. Haha. But it helps with the thing I described, bandwidth saving. |
If you do it, create a pull request i will merge it xD its not reall hard just time consuming which is problem for me at the moment. |
Hmm might i will do it.. |
For example, TextDrawSetString sends a RPC to all players, even if they are AFK. With a TextDrawSetStringForPlayer function we could improve it and stop it from affecting AFK players, therefore limiting the RPCs in queue. It will reduce the probability for them to receive a kick for too many RPCs/packets received/sent:
'[warning] client exceeded 'messageslimit' IP:port (X) Limit: Y/sec'
'[warning] client exceeded 'messageholelimit' IP:port (X) Limit: Y'
(not sure which one of them is caused by those RPCs sent to AFK players, probably the 'messageslimit' one)
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