It sounds good, however, wont this be an open invite
to people shareing the same name, all but case's such
as Player and player? - think it over, and consider
what mygot might do if you do have the this hole
open...
Adam
--- Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> In stringpool.cpp there is this function:
>
> bool StrLess( const char * const &pszLeft, const
> char * const &pszRight )
> {
> return ( Q_stricmp( pszLeft, pszRight) < 0 );
> }
>
> It is used to compare strings in the string table to
> see if there is
> already one in the table that can be used. The
> string table is used to
> store player names. A problem arises when a player
> changes his name to
> something that is identical except for different
> cases. The game will
> allow the change because it uses Q_strcmp, but the
> string table will not
> replace the name because of the Q_stricmp above. The
> result if that if a
> player is named "Vino" (like me) and he switches his
> name to "vino", the
> game will execute all the player name change
> functions, but pl.netname
> will not be updated, because the string table thinks
> "Vino" is the same
> thing as "vino". This then in turn causes problems
> when the player tries
> to use chat, the last character of the player's
> message is truncated.
> You can replicate this bug yourself in HL2DM and
> probably CS:S and
> DOD:S. So what about this:
>
> bool StrLess( const char * const &pszLeft, const
> char * const &pszRight )
> {
> - return ( Q_stricmp( pszLeft, pszRight) < 0 );
> + return ( Q_strcmp( pszLeft, pszRight) < 0 );
> }
>
> Changing Q_stricmp to Q_strcmp will fix that problem
> chat problem, but
> that seems to me like jacking around with the
> foundation of the house to
> fix one window sill. It's bound to screw up lots of
> other stuff, but
> when I loaded up a game nothing seemed to be
> affected. So, I'm here
> asking for opinions. Does anybody think this is a
> good idea?
>
> --
> Jorge "Vino" Rodriguez
>
>
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--------
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