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[Request] error msg: client_disconnect is already defined


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Riddick51
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Join Date: Jul 2005
Location: Lincoln, Nebr US
Old 09-13-2005 , 14:17   [Request] error msg: client_disconnect is already defined
Reply With Quote #1

u can see on line 1820 that i have used client_disconnect a second time. if u quickie search, you will see that i have another client_disconnect inside of an "if" statement.

can u suggest a fix for me?
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File Type: sma Get Plugin or Get Source (amxxmulti.sma - 175 views - 75.0 KB)
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MistaGee
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Join Date: Aug 2004
Location: Germany (Fulda)
Old 09-13-2005 , 14:38  
Reply With Quote #2

make the client_disconnect on line 1830 look like this:
Code:
public client_connect(id) {     plist[id] = 0 // just to make sure #if defined DISPLAY_MSG     remove_task(id) #endif }

and delete the first one... I never tried this so I don't know if it will work or what it's gonna do, it's just a basic idea.

Greetz MGee
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Riddick51
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Old 09-13-2005 , 14:52  
Reply With Quote #3

Quote:
Originally Posted by MistaGee
make the client_disconnect on line 1830 look like this:
Code:
public client_connect(id) {     plist[id] = 0 // just to make sure #if defined DISPLAY_MSG     remove_task(id) #endif }

and delete the first one... I never tried this so I don't know if it will work or what it's gonna do, it's just a basic idea.

Greetz MGee
ok, i'm a small noob, so tell me if i am in error. you used the client_connect for your enhancement, did u mean to use the following:
Code:
public client_disconnect(id) {     if (plist[id] == 1)     {         new team = get_user_team(id)         awsm_count[team]--     }     //G. MGee: next 3 lines added to fix duplicate client_disconnect     #if defined DISPLAY_MSG         remove_task(id)     #endif     plist[id] = 0 }
and i removed the first one as you mentioned.
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MistaGee
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Old 09-14-2005 , 05:16  
Reply With Quote #4

sounds good to me... if it works, problem solved

Greetz MGee
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WaZZeR++
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Join Date: Mar 2005
Location: Sweden
Old 09-14-2005 , 06:02  
Reply With Quote #5

im not sure you can check his team, because when you get his id, he has allready leave...
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MistaGee
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Old 09-14-2005 , 11:50  
Reply With Quote #6

Quote:
Originally Posted by WaZZeR++
when you get his id, he has allready leave...
is this correct? I think your script gets the information that the player wants to leave before the HL engine does, so the player waits for your script to be OK with it before he is diconnected... Well that's what I think, not sure if it's correct.

I'd say just test it, but if your function doesn't work, you will have a clue why

Greetz MGee
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