Quote:
Originally Posted by Pottus
If I see this happening on my server I will surely make a patch but it has not yet so there isn't much I want to do yet until I can confirm it myself.
@Edit 5 minute patch, make sure this is included before anything else is included in your gamemode that way this patch is first in the chain of hooks and will prevent OnPlayerConnect() from actually being processed!
pawn Code:
#include <YSI\y_iterate>
static Iterator:ConnectIter<MAX_PLAYERS>; static LoginNames[MAX_PLAYERS][MAX_PLAYER_NAME+1]; static bool:ProcessDisconnect[MAX_PLAYERS] = { true, ...};
public OnPlayerConnect(playerid) { if(Iter_Contains(ConnectIter, playerid)) { // Player was already connected! (Kick, ban, etc) return 1; } else { Iter_Add(ConnectIter, playerid); GetPlayerName(playerid, LoginNames[playerid], MAX_PLAYER_NAME+1); foreach(new i : ConnectIter) { if(i == playerid) continue; if(!strcmp(LoginNames[playerid], LoginNames[i])) { // Player name was already connected! (Kick, ban, etc) // No need to do any disconnect code since no connection code was done ProcessDisconnect[playerid] = false; return 1; } } } if (funcidx("AntiDL_OnPlayerConnect") != -1) return CallLocalFunction("AntiDL_OnPlayerConnect", "i", playerid); return 1; }
#if defined _ALS_OnPlayerConnect #undef OnPlayerConnect #else #define _ALS_OnPlayerConnect #endif #define OnPlayerConnect AntiDL_OnPlayerConnect
forward AntiDL_OnPlayerConnect(playerid);
// Remove any iterators public OnPlayerDisconnect(playerid, reason) { Iter_Remove(ConnectIter, playerid); if (funcidx("AntiDL_OnPlayerDisconnect") != -1 && ProcessDisconnect[playerid] == true) return CallLocalFunction("AntiDL_OnPlayerDisconnect", "ii", playerid, reason); ProcessDisconnect[playerid] = true; return 1; }
#if defined _ALS_OnPlayerDisconnect #undef OnPlayerDisconnect #else #define _ALS_OnPlayerDisconnect #endif #define OnPlayerDisconnect AntiDL_OnPlayerDisconnect
forward AntiDL_OnPlayerDisconnect(playerid, reason);
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For the guys are using Foreach