Jared
Jared
The loop before was only looping through 31 players and was causing massive hitches. This code fixes the problem. I only implemented the fix for 31 players, but you are...
Oh true we could use that too. The code before was causing massive timeouts and lag, so I fixed that part. Room for optimization of course still
Precisely. It's a simple fix, but I found it odd that its not using the much safer `GetActivePlayers()` and instead using a loop of 32.
Apparently this doesn't even work anymore so it's pointless now. Hopefully someone can remove it all-together in a pull-request in the near future. I'll leave this open until then.
> > Apparently this doesn't even work anymore so it's pointless now. Hopefully someone can remove it all-together in a pull-request in the near future. I'll leave this open until...