-- [ Picked text/plain from multipart/alternative ] Try this: call UTIL_GetPlayerConnectionInfo on the player...if both ping and packetloss are 0, then the user isn't connected...(this *may *not be the case for localhost users)
On 4/1/06, Physical Mayhem Bug <[EMAIL PROTECTED]> wrote: > > 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 > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

