-----BEGIN PGP SIGNED MESSAGE----- Hash: MD5 Look at the bottom of the emails:
" _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders " > well i'm desperate enough to spend that time... you got an archive link? > ----- Original Message ----- > From: Cruise <[EMAIL PROTECTED]> > To: Christopher Long <[EMAIL PROTECTED]> > Sent: Tuesday, March 12, 2002 8:44 PM > Subject: Re: [hlcoders] pEnt != NULL and driving me nuts >> -----BEGIN PGP SIGNED MESSAGE----- >> Hash: MD5 >> >> 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 ] >> >> -----BEGIN PGP SIGNATURE----- >> Version: 2.6 >> >> iQCVAwUAPI3b8vdi0Z5STRufAQHSMwQAiU2m8csixMKto8QynU8NGxKQi1AD32+m >> UBj24wk/AXf/D/+FFgWObGkHiLDhnNpaPT7TzSIp/kWFSrpBjXJRB2Uk9NH10wsI >> Ho1lHPu2iItwS9zkQgA+JGJjRH79jFLiHuS8sCf3EZfRv+GHl0mzl8hVVSQapoLL >> 8ydhxd2BTfs= >> =9kUO >> -----END PGP SIGNATURE----- >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders [ Cruise / www.casual-tempest.net ] -----BEGIN PGP SIGNATURE----- Version: 2.6 iQCVAwUAPI3dfvdi0Z5STRufAQFlQgQAg2VtbM8K6JAm8kzAzIyzt5qIy7kMPBDz /lnGcjlKuWK6WaHUiqEqEDCf5dVxwpK1IUjEIrTbxIZh545OvyY88ise3g3ZNkrw cO9vuhAVCbE105HtO+fhEq7RFD+bqz150HpSlBq+aVIjjl3oxX+TKXJ2nqAoOBKA eKtHiKaqSww= =yr39 -----END PGP SIGNATURE----- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

