[0.3] PLAYER_STATE_SPAWNED bug?
#1

Hey,
I tried using this:
pawn Code:
public MyTimer(playerid)
{
    if(IsPlayerConnected(playerid))
    {
        if(GetPlayerState(playerid) == PLAYER_STATE_SPAWNED)
        {
            //my code here
        }
    }
}
And it didn't worked, when I spawned..
I tried debuging the code:
pawn Code:
public MyTimer(playerid)
{
    print("Timer Called");
    if(IsPlayerConnected(playerid))
    {
        print("Players checked");
        if(GetPlayerState(playerid) == PLAYER_STATE_SPAWNED)
        {
            print("Player state checked");
            //my code here
        }
    }
}
It printed "Timer Called" and "Players checked" into console, but it never printed "Player state checked"... :\

BTW, to make my timer work correctly, I used
if(GetPlayerState(playerid) != PLAYER_STATE_NONE)
is this is good to use?
Reply


Messages In This Thread
[0.3] PLAYER_STATE_SPAWNED bug? - by SiJ - 10.12.2009, 19:45
Re: [0.3] PLAYER_STATE_SPAWNED bug - by BeckzyBoi - 10.12.2009, 19:52
Re: [0.3] PLAYER_STATE_SPAWNED bug - by SiJ - 10.12.2009, 20:03
Re: [0.3] PLAYER_STATE_SPAWNED bug - by SiJ - 11.12.2009, 07:08
Re: [0.3] PLAYER_STATE_SPAWNED bug? - by BMUK - 11.12.2009, 07:24

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