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[HELP] Difference between client_disconnect and client_disconnected?


  
 
 
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Black Rose
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Join Date: Feb 2011
Location: Stockholm, Sweden
Old 08-09-2018 , 14:18   Re: [HELP] Difference between client_disconnect and client_disconnected?
Reply With Quote #11

Quote:
Originally Posted by OciXCrom View Post
The more functions that get deprecated, the more warning the compiler will output when using them. It's not exactly breaking the backwards compatibility, but it sure isn't nice to see all those errors.
It's easy, use the 1.8.2 includes.

Quote:
Originally Posted by Arkshine View Post
There is no breaking change, client_disconnect() is still there. You will just get a warning if you try to compile with it.

One of the others reasons is that it uses gamedata. When the PR has been made, reHLDS was around but not officially supported yet (a lot were using it already). For such core forward, relying on gamedata by default at this point, it would create unnecessary issues with users. In the end, it was just safer and more convenient overall to create something new.

Well, I'm not saying that was the right answer, we just tried to figure out what would be the best in this context. The params are just extras because passed already in SV_DropClient. It could be useful for some people (someone actually made a plugin: https://forums.alliedmods.net/showth...=SV_DropClient).

I agree, though, replacing totally _disconnect() and having a native would have been an interesting solution. Back then, I'm not sure we (I and Nextra) thought about it, but it would not have been reasonable I believe. We lack people who can give their thoughts, sometimes weird things happen. Like _disconnected() should have been called _disconnecting() since you are still valid there, it's silly, but no one has been triggered, too late now. There are a lot of skilled people around the forum, but almost no ones contribute on Github.
Sorry for the accusations. If compatibility is not broken it is at least as good as 1.8.2, which is fine.
I know you are working hard to keep this project alive. Keep on keeping on.
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Last edited by Black Rose; 08-09-2018 at 14:28.
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