Thread: SpellEvent
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Old 07-17-2009, 10:16 AM   #39
Themerion
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Quote:
Originally Posted by Anitarf
Emphasis mine. Your statements contradict each other. Please revise your message so it is internally consistent.

If you mean that I benefit from having the target unit on spell finish for spell X, when spell X only use spell cast, then you are simply wrong.

Some of the spells in map might need to have event response variables at spell finish , for them I want struct population. But certainly most of my spells won't (which is why I want to be able to bypass the struct in those cases).

Quote:
Originally Posted by Anitarf
One if statement vs no if statement is still insignificant. This isn't a physics system, please stop asking that it be optimized as one.

I see opportunity for less code to be run, and I think it would be a good thing. You have good reasons for not sharing my opinion, so I shall just drop this. Sorry to have been bothering you.

Quote:
Originally Posted by Anitarf
Again, if you disagree, feel free to add the optimization to your own map yourself.

Good point.

This might be the wrong place to post this, but what the hell :P Feel free to remove CastEvent from the submissions.
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