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maciasbarlinek
Senior Member
Join Date: May 2015
Old 12-06-2015 , 05:51   Re: [CS:S/CS:GO] SM_Hosties (v2.2.0, 2015-08-15)
Reply With Quote #2530

Hello

Why it doesn't work?

Code:
public LastRequest_PlayerDisconnect(Handle:event, const String:name[], bool:dontBroadcast)
{
    new iArraySize = GetArraySize(gH_DArray_LR_Partners);
    if(iArraySize > 0)
    {
        new client = GetClientOfUserId(GetEventInt(event, "userid"));
        for(new idx = 0; idx < GetArraySize(gH_DArray_LR_Partners); idx++)
        {
            new LR_Player_Prisoner = GetArrayCell(gH_DArray_LR_Partners, idx, _:Block_Prisoner);
            new LR_Player_Guard = GetArrayCell(gH_DArray_LR_Partners, idx, _:Block_Guard);
            if(client == LR_Player_Prisoner || client == LR_Player_Guard)
            {
                CleanupLastRequest(client, idx);
                RemoveFromArray(gH_DArray_LR_Partners, idx);
                PrintToChatAll(CHAT_BANNER, "LR Player Disconnect", client);
            }
        }
    }
    new Ts, CTs, NumCTsAvailable;
    UpdatePlayerCounts(Ts, CTs, NumCTsAvailable);
    if(gShadow_LR_AutoDisplay && gShadow_LR_Enable && (Ts > 0) && (NumCTsAvailable > 0) && (Ts <= gShadow_MaxPrisonersToLR))
    {
        for(new idx = 1; idx <= MaxClients; idx++)
        {
            if(IsClientInGame(idx) && IsPlayerAlive(idx) && GetClientTeam(idx) == CS_TEAM_T && !g_bIsARebel[idx])
            {
                FakeClientCommand(idx, "sm_lr");
            }
        }
    }
    if(gShadow_LR_Enable)
    {
        if(!g_bAnnouncedThisRound)
        {
            if((Ts == gShadow_MaxPrisonersToLR) && (NumCTsAvailable > 0) && (Ts > 0) && GameRules_GetProp("m_bWarmupPeriod") == 0)
            {
                Call_StartForward(gH_Frwd_LR_Available);
                Call_PushCell(gShadow_Announce_LR);
                new ignore;
                Call_Finish(_:ignore);
                if(gShadow_Announce_LR)
                {
                    PrintToChatAll(CHAT_BANNER, "LR Available");
                    if((strlen(gShadow_LR_Sound) > 0) && !StrEqual(gShadow_LR_Sound, "-1"))
                    {
                        EmitSoundToAllAny(gShadow_LR_Sound);
                    }
                }
            }
            g_bAnnouncedThisRound = true;
        }
    }
}
It should check players when somebody disconnected..
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