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Solved Check all players are fully in-game


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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 10-23-2018 , 11:23   Re: Check all players are fully in-game
Reply With Quote #11

Quote:
I just have a idea, if you first check round_end reasons, which one is so called "game begin".
After that, do things in round_start.
Sorry, don't really understant and looks not very reliable or complicated. I need round_start, not round_end.

Quote:
Simple way you could do is create boolean to skip first round_start on every map change...
I think It's better to skip second round_start. Who knows why some servers produce 1 event and another - 2 events. And reset that flag on round_end. But it require global variable. I prefer my current solution.

Quote:
sm_cvar net_showevents 2
Thank you.
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Last edited by Dragokas; 10-24-2018 at 08:21.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 10-26-2018 , 06:01   Re: Check all players are fully in-game
Reply With Quote #12

I updated my "RoundStart" code snippet. Just if somebody used it.
There was time checking logic error.
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