Ah thanks.  It's worth noting however that the mod gets callbacked prior to the 
CreateFakeClient call even completing, so if one wants to fix this, you 
apparently have to put a nasty hack into the void ClientActive( edict_t 
*pEdict, bool bLoadGame ) function like so:

if (strcmp(engine->GetPlayerNetworkIDString(pEdict), "BOT") == 0) {

At 2006/03/21 08:36 PM, Aaron Schiff wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>use *SetFakeClientConVarValue *& *GetClientConVarValue *which are available
>in the engine
>
>--
>ts2do
>--
>
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