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As I mentioned before, I recall a thread a while ago about the player
structure. Apparently they aren't fully cleared when a player
disconnects, to save on the overhead of re-creating the structure when
another player joins or some such...

There was a simple fix posted by someone that cleared it properly, I
believe...I really don't remember much more about it, unfortunately,
so I'm hoping other people on the list will have better memories...

Or if you have lots of time to burn, you could take a stroll through
the archives...

> Well i've kinda given up on my silly gamerules that atm seem to be counting 
>disconnected players even after they have disconnected but o well i have something 
>which has been bugging me for ages but
> never hurt anything.

> I keep getting my console flooded with junk messages of ALERT pEnt != NULL and the 
>like. After watch the mod run and running through how the code progresses in my mind 
>i noticed that every time
> recount teams was called it would do this or whenever this following code was 
>executed it would always spit 1 at me for every player that wasn't connected.

> for(int i = 1; i <= gpGlobals->maxClients; i++)
> {
>   CBasePlayer *plr = UTIL_PlayerByIndex(i);
>   if(plr && plr->IsPlayer() && plr->isAlive() )
>   {
>      ALERT(at_console, "Connected player found at index %i \n", i);
>   }
> }

> now is it natural for it to do that :/ cause i don't think it is... well if it was 
>it'd happen the other million places code like that is used in the sdk. I don't know 
>if this is linked with my
> gamerules playing up but i find it very disturbing that i am getting these messages.

> I am still living in the past with sdk 2.1 or 2.0 can't remember which i have but 
>like it matters.

> Anyone here able to offer some insight as to why i am getting this :/ Valve???? 
>others???? help?

> help appreciated
> Christopher Long
> --


[ Cruise / www.casual-tempest.net ]

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