Code:
void C_ClientDisconnect(edict_t *pEntity)
{
CPlayer *pPlayer = GET_PLAYER_POINTER(pEntity);
if (pPlayer->initialized)
executeForwards(FF_ClientDisconnect, static_cast<cell>(pPlayer->index));
if (pPlayer->ingame)
{
--g_players_num;
}
pPlayer->Disconnect();
RETURN_META(MRES_IGNORED);
}
void C_ClientPutInServer_Post(edict_t *pEntity)
{
CPlayer *pPlayer = GET_PLAYER_POINTER(pEntity);
if (!pPlayer->IsBot())
{
pPlayer->PutInServer();
++g_players_num;
executeForwards(FF_ClientPutInServer, static_cast<cell>(pPlayer->index));
}
RETURN_META(MRES_IGNORED);
}
++playersnum is in putinserver, so in client_connect, it doesn't count
--playersnum is after client_disconnect forward, so it count
__________________
Project : CSDM all in one - 99%
<team balancer#no round end#entity remover#quake sounds#fake full#maps management menu#players punishment menu#no team flash#colored flashbang#grenade trails#HE effect#spawn protection#weapon arena#weapon upgrade#auto join#no weapon drop#one name>