I believe it's to do with the entity index, worldspawn is always 0, player 
edicts immediately follow.
Additionally.. doesn't UTIL_PlayerByUserId take values from 2 to n?



-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Jonathan Murphy
Sent: 11 December 2008 21:20
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Weird round wins

Nuno Silva wrote:
> Does UTIL_PlayerByIndex really take indices like that? 1 to n?
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I think it does, 1 - 32 (example for a 32 player server), not 0 - 31.
But it's been a long time so feel free to prove me wrong.

And yes, UTIL_PlayerByIndex will return NULL if the passed index is not
currently inhabited by a player. Maxclients is the maximum number of the
clients the server can handle, not the number of clients connected to
the server.

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