Function that does the same thing as Entity() but takes a userid?
10 replies, posted
Entity() takes an entindex. But, for the gameevent code I'm using, there isn't any entindex for that game event(player_spawn), only the userid of the spawner player. Is there a command similar to Entity() that takes a userid? If not, is there a simple way to create one?
loop through players
check if their userid is equal to target userid
if so, return the player, if not, continue looping
[lua]
function FindByUserID(id)
for k, v in ipairs(player.GetAll()) do
if (v:UserID() == id) then
return v
end
end
end
[/lua]
That should work, though I'm not really sure why you'd not just use the PlayerSpawn hook.
[QUOTE=StonedPenguin;47984299][lua]
function FindByUserID(id)
for k, v in ipairs(player.GetAll()) do
if (v:UserID() == id) then
return v
end
end
end
[/lua]
That should work, though I'm not really sure why you'd not just use the PlayerSpawn hook.[/QUOTE]
Why ipairs? It isn't faster than pairs. (source [url]http://facepunch.com/showthread.php?t=875909[/url])
[QUOTE=RonanZer0;47984600]Why ipairs? It isn't faster than pairs. (source [url]http://facepunch.com/showthread.php?t=875909[/url])[/QUOTE]
I doubt there are going to be more than 100 players on at a time, in which case ipairs is faster according to the source you provided.
[QUOTE=RonanZer0;47984600]Why ipairs? It isn't faster than pairs. (source [url]http://facepunch.com/showthread.php?t=875909[/url])[/QUOTE]
ipairs is faster with lua jit
[QUOTE=James xX;47985190]I doubt there are going to be more than 100 players on at a time, in which case ipairs is faster according to the source you provided.[/QUOTE]
If you go much further down you can see he says that pairs is actually always faster than ipairs.
I think you should be worrying about functionality before micro optimisations.