Necessary for IsPlayerConnected? - Printable Version
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Necessary for IsPlayerConnected? -
cAMo - 17.05.2010
I've noticed that many people use if(IsPlayerConnected(playerid) under many general callbacks.
Is that even necessary?
ie:
OnPlayerText
OnPlayerCommandText
...and others
Re: Necessary for IsPlayerConnected? -
Sergei - 17.05.2010
Nah, that's retarded. GF does that checks and because whoever uses GF also do that. How the fuck can player trigger a callback if he/she isn't connected?
Re: Necessary for IsPlayerConnected? -
Backwardsman97 - 17.05.2010
Quote:
Originally Posted by $ЂЯĢ
Nah, that's retarded. GF does that checks and because whoever uses GF also do that. How the fuck can player trigger a callback if he/she isn't connected?
|
Lol I know. It gets pretty annoying seeing that. There wouldn't be as many problems with people's script if they used some common sense and actually thought for a second.
Re: Necessary for IsPlayerConnected? -
cAMo - 17.05.2010
Lol
When would you properly use it?
Re: Necessary for IsPlayerConnected? -
Miguel - 17.05.2010
Simple checking:
pawn Code:
new
id;
if(unformat(params, "r", id)) return ...;
else if(!IsPlayerConnected(id)) return SendClientMessage(playerid, COLOR, "The requested player is not connected..."); // HERE :D
Re: Necessary for IsPlayerConnected? -
Sergei - 17.05.2010
@SAVC,
Code:
else if(if == INVLAID_PLAYER_ID)
This would be better way to check that since sscanf returns INVALID_PLAYER_ID if player isn't connected.