I know all about these functions because i'm using them a lot (without any errors, but this situation is an exception)
I'm sure, OnPlayerSpawn is not called on connecting (not in game) players, so
if (!iClient) check just to ensure that we're working with real player.
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you check if the client is in game only in that iteration (code part 2).
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Client can't be in game if he's not connected.
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maybe the client disconnected and he's still connected but not in game.
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Client can't be disconnected and connected at same time.
I put userids of clients that in-game and if GetClientOfUserid returns 0 inside callback that means that *this* userid disconnected before callback execution.
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the solution for your problem:
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I've already posted this solution, but i think it's just a waste of CPU.
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