Quote:
Originally Posted by DJEarthQuake
Can not reiterate enough check if player is connected instead of greater than 0 on reset function.
Code:
parachute_reset(id)
if(is_user_connected(id))
{
new parachute = g_para_ent[id];
if(parachute > 0)
{
entity_set_int(parachute, EV_INT_flags, FL_KILLME);
call_think(parachute);
}
g_has_parachute[id] = false;
g_para_ent[id] = 0;
}
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I don't need to check if user is connected because this won't solve any problem, show where in the code i used parachute_reset and the id parameter might not be a player index
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