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Showing results 1 to 5 of 5 Search: Posts Made By: BAILOPAN
Forum: United Bot 03-08-2006
Replies: 14
Views: 7,454
Posted By BAILOPAN
Re: State of the Bot

I am unsure as to what you're trying to do with weapons. If you give me a little detail I can help you.

(Note that I don't really hang out on these forums so I may not have fast replies)
Forum: Game Scripting (AMX, Small, etc.) 23-10-2005
Replies: 18
Views: 6,167
Posted By BAILOPAN
Re: help - radio emulation

Edicts are passed around by their entity index. AMX Mod X has the entity_[get|set]_[type] functions for pulling things out of the entvars struct.

Of course, player indices are themselves edict...
Forum: Game Scripting (AMX, Small, etc.) 23-12-2004
Replies: 10
Views: 5,473
Posted By BAILOPAN
Re: JIT seems to be very fast

If you still don't get it at this point there's not much I can do for you ;]

The bytecode is never translated to C. The bytecode is interpreted by an interpreter written in C (and none of this...
Forum: Game Scripting (AMX, Small, etc.) 18-12-2004
Replies: 10
Views: 5,473
Posted By BAILOPAN
Re: JIT seems to be very fast

I think you misinterpreted what I wrote. That IS the comparison:

Normal: AMX bytecode, C interpreter.
ASM: AMX bytecode, ASM interpreter.
JIT: x86 native code, CPU executes.
Forum: Game Scripting (AMX, Small, etc.) 18-12-2004
Replies: 10
Views: 5,473
Posted By BAILOPAN
Re: JIT seems to be very fast

AMX/Small bytecode is a block chunk of memory, split into one cell (4 or 8 bytes) per opcode and another for each parameter. Each opcode takes one parameter, except for debug opcodes which can take...
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