Here you are not coding in c++, keep that in mind. Most of what you say is wrong.
I'm going to answer now only on what Klippy did not.
Quote:
You can try this will not make a difference.
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What about you trying it?
PHP Code:
#include <amxmodx>
new Array1[5] = {12, ...}
new Array2[5] = 12
public plugin_init()
{
new i;
for(i = 0; i < sizeof Array1; i++)
{
server_print("Array1[%i] = %i | Array2[%i] = %i", i, Array1[i], i, Array2[i])
}
}
Output:
PHP Code:
Array1[0] = 12 | Array2[0] = 12
Array1[1] = 12 | Array2[1] = 0
Array1[2] = 12 | Array2[2] = 0
Array1[3] = 12 | Array2[3] = 0
Array1[4] = 12 | Array2[4] = 0
Quote:
The fact that this change in client isn't healthy will lead to mistakes.
For this reason, these are done with "cfg" before the game.
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Lol, that's the entire purpose of a cvar. The cvar is to let server admins to change plugin behaviour on the fly, without needing to recompile or change/restart map.
If something is prone to error and could produce a crash or something just don't expose that value by cvars or enforce proper filtering on it to prevent bad values.
Quote:
MAX_PLAYERS 33 and and without + 1 ([MAX_PLAYERS])
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Indexing a string array that should store a player name by a constant used to size arrays for players is confusing. Use 32, make your own define if you are using amxx < 182 or use the proper constant as Klippy said.
Edit:
Quote:
I'm not talking about client name. Client ID I'm talking about
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Klippy and I are talking about this:
PHP Code:
#define MAX_PLAYERS 33
new p_Name[MAX_PLAYERS]
get_user_name(id, p_Name, charsmax(p_Name))
Here you are not using p_Name as an array to store data for each player, it's going to save a player name. Let's say the player name is "ABCDEFGHIJ", then:
PHP Code:
p_Name[0] = 'A'
p_Name[1] = 'B'
p_Name[2] = 'C'
p_Name[3] = 'D'
..and so on
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