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Using multiple DamageInfos/EffectDatas will clear the previous one, even if still in use #2771
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It is by design. |
So how do I manage multiple DamageInfos? Store all the values before and restore them? |
Is this still a possibility, #860 (comment)? |
If this is by design it should be changed to not use the same pointer over and over on the global function, use a memory pool if you are worried about allocation performance. |
An important question here is whose design? GMod's or Source's? |
Garry's |
Just use a circular buffer with a fixed size of 100 or something, this can't be a issue tbh. |
Then surely the developers of GMod should be able to justify this design decision? |
Just so it's not forgotten
|
garry made some extremely questionable desicions during the development of gmod |
"Why would you ever need more than one?"
https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/gamerules.cpp#L491-L533
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