Title pretty much says all; I can't seem to do anything useful with this function.
You can't scan the server for players by name because the client I'd be looking for isn't in the game yet, so the playerinfomanager for them would be NULL, and since that's apparently the only way to get a players name, this function will do a great job of doing nothing, if I store the name from when they connect (in ClientConnect), there is always a chance the name can change by the time they authenticate. Not only that, looping against all players in the server and looking for the name sure is a lot slower and CPU intensive than just simply passing an edict_t instead of the name of the player. Could someone at valve change the NetworkIDValidated function to pass an edict or an entindex of the player that has validated, rather than the name? I sure hope the engine code isn't as bad as the servers plugin sdk, I have to admit server plugins really got their balls cut off with source, from hundreds of function hooks, to three, and one is completely useless. Just my thoughts. ;) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders