If you use EVENT_MANAGER:RegisterForUpdate it will just call your function every x milliseconds,
This is not needed and will be ressource hungry as every second your funciton checks and writes a message.
EVENT_MANAGER:RegisterForUpdate is not handled via any event or "clause". It's just run!
My code above will "only be run" if the weapon sheath/draw toggle function is executed, and as a prehook it will be executed before the original function will be executed.
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