11.07.2012, 00:47
I do 2 things to avoid this issue
1. Create a textdraw wrapper.. aka a textdraw with id 0 for player texts and server textdraws, so incase anything happens, it will try to destroy id 0. (which is the invisible unused textdraw)
2. Initilize textdraws as INVALID_TEXT_DRAW (INVALID_PLAYER_TEXT_DRAW)
3. On destroy, set the textdraw variable to INVALID_TEXT_DRAW (INVALID_PLAYER_TEXT_DRAW)
works perfect.
1. Create a textdraw wrapper.. aka a textdraw with id 0 for player texts and server textdraws, so incase anything happens, it will try to destroy id 0. (which is the invisible unused textdraw)
2. Initilize textdraws as INVALID_TEXT_DRAW (INVALID_PLAYER_TEXT_DRAW)
3. On destroy, set the textdraw variable to INVALID_TEXT_DRAW (INVALID_PLAYER_TEXT_DRAW)
works perfect.