i've strolled through the archives and there is alot of them :/ and i didn't
find it. If someone else can find it or has the post lying around please
give it a forward to me privately or the entire list maybe it'll be
beneficial to others as well.

thanks for your time.
----- Original Message -----
From: Christopher Long <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 12, 2002 8:46 PM
Subject: Re: [hlcoders] pEnt != NULL and driving me nuts


> 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-----
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> > 8ydhxd2BTfs=
> > =9kUO
> > -----END PGP SIGNATURE-----
> >
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> >
>
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