code_gs
code_gs
I think we should be moving away from entity identifiers in the codebase since the hook system can only have one entity identifier per-entity per-hook, but gmod_hands should be refactored...
I think using an argument is actually a better approach since Arrays (and sequential tables) are not distinguished anywhere else in the codebase, and is easier to document and explain...
@willox Any update on this?
The newest update has changed nothing with NW vars. Try doing this with all addons disabled/removed. You should really also be using the net library over NW/DT vars for unpredicted...
They falsify having at least one open slot even when they don't. See https://twitter.com/garrynewman/status/1282582528453378049
When calling a hook inside of a GAMEMODE function, you should use hook.Call and pass the current table (self in this case).
This does indeed break manual reloading. It'd still be possible by calling C_Material manually or adding an argument to bypass the cache, but I think it would be better to...
You could more optimally implement this by caching the modulo results - would help in performance variant environments, like using this function multiple times in a HUD per frame. ```...
This will be added in the engine if it is at all so we can also add ID64 conversion functions.
You can store meta outside of the function since it's constant.