Incidentally you can't simply keep a counter of connections and disconnections to get this number. I found this out the hard way when a client "reconnect" caused 2 disconnections in a row, followed by a connection. I've been unable to reproduce a "reconnect". If you do the "retry" command, you re-connect quickly, but that's not the same thing.
Oh well, I hacked around it with a std::set of connected edict pointers. I'd post a patch, but all the code went in my custom mod class, and it's trivial anyway. At 2006/03/26 01:38 PM, Physical Mayhem Bug wrote: >Background: there's a bug or missing feature that doesn't allow a mod to tell >how many player slots are really in use by clients. The mod can only tell how >many slots have clients that have spawned into the server. So I think I have >a hack in place involving counting connections and disconnections. > >This would be a lot easier if I made a FL_EDICT_IS_CONNECTED flag for >m_fStateFlags but that's shared by the engine, so doing so seems questionable. > Anyone know if adding new edict flags is allowed by the API? > >_______________________________________________ >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

