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Carry Lord

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I would not recommend QuantomSpigot, the TNT optimizations that are added in it can be achieved through a good paperspigot config, not to mention all of TacoSpigot's optimizations for TNT were removed. He needs an expert in this topic to actually make it optimized. You can do the border and autocannon patches in a plugin but it would be much better to do it directly in the spigot as it will not have to repeatedly check the event if a border/cannon violation is occurring, which could cause a small amount of lag if not done correctly.
If you had a brain then you would be able to see how we optimized tnt think outside the box.[DOUBLEPOST=1520376823][/DOUBLEPOST]
You should know what QuantumSpigot does then :)
Yea he is so brain dead he can't see what it does it is so funny. He thinks hes a fucking dev makes me wanna die laughing claims we did nothing to tnt i will give Futurize a copy and he can make a video regular paperspigot and then with ours see how cannons are optmized.
 
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Carry Lord

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I am talking about EntityTNTPrimed class, Explosion class, Entity class, and PlayerConnection class. No where else would have a change in TNT lag.
Yep nothing has to be changed in those classes to reduce lag[DOUBLEPOST=1520396320][/DOUBLEPOST]
What do TNTPrimed and Explosive extend?
This guy is a coding noob its ok on 1 month i am done with mcm shit i will tell you futurize what was done until then ima continue sales.
 
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