Originally Posted by Rainrider
Beware that GetTime() is cached by the client. This has side effects on Edik's implementation as well.
Please do not take the results as a contra cache statement. Caching may prove useful, but this depends a lot on the use case and the implementation.
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I agree. GetTime() changing every frame update. When you have low FPS it could change only few times per second. But auras change few times per second as well if you care just about aura existence not about startTime, endTime is fine. That was target for these wrappers, just make code works at least in 8.x and do some backward compatibility.