I've replaced the extremely intensive PlayerThink Timer with a system that will spawn brushes upon InitPostEntity/OnReloaded. These brushes are spawned with the collision bounds of the Location's Min and Max Vectors, and then use StartTouch and EndTouch for when players are exiting or entering locations to handle Changing of Location.
This means a lot quicker location changing using a lot less CPU Power, with the added bonus of being totally compatible with the rest of the original Location System.
I've replaced the extremely intensive PlayerThink Timer with a system that will spawn brushes upon InitPostEntity/OnReloaded. These brushes are spawned with the collision bounds of the Location's Min and Max Vectors, and then use StartTouch and EndTouch for when players are exiting or entering locations to handle Changing of Location.
This means a lot quicker location changing using a lot less CPU Power, with the added bonus of being totally compatible with the rest of the original Location System.