- Joined
- Mar 26, 2017
- Messages
- 376
After using the DestroyTimer function it appears the timer object is still in memory.
Is it confirmed that this function is broken, and there is no way to prevent timer leak?
If so, could this cause lag/crash a map that creates a huge amount of timers?
Is it confirmed that this function is broken, and there is no way to prevent timer leak?
If so, could this cause lag/crash a map that creates a huge amount of timers?