It effects every event :\
Every event that you use has a userid and attacker id, they are both UserID's and not Entity Index's.
Code:
edict_t *EdictOfUserId( int UserId )
{
int i;
edict_t *pEnt;
for (i=1; i<MAX_PLAYERS; i++)
{
pEnt = m_Engine->PEntityOfEntIndex(i);
if (pEnt && !pEnt->IsFree())
{
if (FStrEq(pEnt->GetClassName(), "player"))
{
if (m_Engine->GetPlayerUserId(pEnt)==UserId)
{
return pEnt;
}
}
}
}
return NULL;
}
__________________