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Add user tracking to EGP HUD #2624
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Also removed deprecated and other cleanup from EGP HUDs
Also I don't have friends and I don't know how to do the dev thing so I didn't test having more than one user. Would appreciate if someone could do that. |
Optimizations.
E2Descriptions.
Ah fancy linter |
Looks much cleaner, thanks. You also have some print and PrintTable in there still. |
Ah, right. Had trouble with that function before realizing that events triggering at the same time as an E2 function breaks things for the running E2 chip. |
I don't think |
I thought so, too, but then I wondered, when would people ever use that overload without setting the second argument to 1? |
The silent option shouldn't have been added. The print is always there for a reason. |
Well it annoys me, but if it's too big of an issue, I'll get rid of it. |
No, probably only going to enforce them for changes someone introduces. |
Entering a vehicle linked to an egp shouldn't be silent |
That was its behavior before. How about we split it 50/50 and have a convar? |
Yeah I guess you can have a client cvar to hide egp messages. |
Timer fixes.
E2 functions:
xwl:egpConnectedUsers()
- Returns an array of users connected to an EGP.xwl:egpHudToggle(n)
-xwl:egpHudToggle()
but with a specified on-state.E2 events:
egpHudConnect(Screen:wirelink, Player:entity, Connected:number)
called globally when a player connects or disconnects to an EGP HUD.Fixes #2620
Also included a few other cleanups for EGP HUDs: