Forum: United Bot
03-08-2006
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Replies: 14
Views: 15,627
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)
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Forum: Game Scripting (AMX, Small, etc.)
23-10-2005
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Replies: 18
Views: 12,519
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...
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Forum: Game Scripting (AMX, Small, etc.)
23-12-2004
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Replies: 10
Views: 11,121
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...
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Forum: Game Scripting (AMX, Small, etc.)
18-12-2004
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Replies: 10
Views: 11,121
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.
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Forum: Game Scripting (AMX, Small, etc.)
18-12-2004
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Replies: 10
Views: 11,121
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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