Give&Take
Give And Take This mod is in early testing phase. Use at your own risk. Adds two new sets of actions to the game: 1. Offering and item and a player takes it from you. 2. Another player requests an item and you give it to him. The default key for offering/requesting an item is "O". If you have an item in your hand you can offer it to another player. If you have no item in hands you can request an item from a player.… (more)
Give And Take This mod is in early testing phase. Use at your own risk. Adds two new sets of actions to the game: 1. Offering and item and a player takes it from you. 2. Another player requests an item and you give it to him. The default key for offering/requesting an item is "O". If you have an item in your hand you can offer it to another player. If you have no item in hands you can request an item from a player. Putting items in another players pockets: Additionally you can unlock your inventory so that other players can put items in your pockts. In order to toggle the access a hot key needs to be assigned. If a player has unlocked its inventory a additional action will appear on the player. Repack/Modify/Redistribute You ARE ALLOWED to repack, reupload, modify and redistribute this mod however you want. Don't ask me for any special features requests or whatever. I will not do any special versions for anyone. Just take the mod and make adjustments as you need and publish the adjusted version! Contact Discord: affenb3rt#4704
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 99.8% | PlayerBase.SetActions, PlayerBaseClient.OnVariablesSynchronized |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Other findings
super() only on some paths · 3 · warning
- ActionTargetsCursor.GetItemCargoCount calls super.GetItemCargoCount() only on some paths — on the others the chain below this mod is dropped.
GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:72 - ActionTargetsCursor.GetItemDesc calls super.GetItemDesc() only on some paths — on the others the chain below this mod is dropped.
GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:44 - ActionTargetsCursor.GetItemHealth calls super.GetItemHealth() only on some paths — on the others the chain below this mod is dropped.
GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:58
- ActionTargetsCursor.GetItemCargoCount calls super.GetItemCargoCount() only on some paths — on the others the chain below this mod is dropped.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 8 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | GiveAndTake.pbo::scripts\4_world\classes\useractionscomponent\actionconstructor.c:3 |
ActionTargetsCursor.GetItemDesc |
— | yes | conditional | GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:44 |
ActionTargetsCursor.GetItemHealth |
— | yes | conditional | GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:58 |
ActionTargetsCursor.GetItemCargoCount |
— | yes | conditional | GiveAndTake.pbo::scripts\5_mission\GUI\actiontargetscursor.c:72 |
PlayerBase.Init |
— | yes | ✓ | GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbase.c:6 |
PlayerBase.SetActions |
T2 | yes | ✓ | GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbase.c:38 |
PlayerBase.SetActionsRemoteTarget |
— | yes | ✓ | GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbase.c:47 |
PlayerBaseClient.OnVariablesSynchronized |
T2 | yes | ✓ | GiveAndTake.pbo::scripts\4_world\entities\manbase\playerbaseclient.c:5 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PlayerBaseClient.OnVariablesSynchronized | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 ms/s from placeholder-rated surfaces.
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
GiveAndTake.pbo
GiveAndTakerequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts
census 1.1 · findings 1.1 · hash 371c85f1b72f01fd