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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?
> >
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