03.01.2014, 12:57
We can't be sure, if a player has actually close his/her game or just loose his/her connection to the server and reconnects. (Sometimes bugged players can't send a quit request to the server, so they are going to be shown as "timed out"). A lot of RemoveBuildingForPlayer code can crash a player indeed, and if a player times out for a short period of time and reconnects, the script will execute RemoveBuildingForPlayer, even if the player has already the objects removed from his/her game.
It can be useful to unload "remove building" code after a player calls OnPlayerDisconnect(), but we don't have this feature yet in SA:MP.
Also a lot of "remove building" code can mess up dialog sync (a feature to prevent cheaters executing invalid/forbidden dialog IDs), making dialogs unable to use in the server.
It can be useful to unload "remove building" code after a player calls OnPlayerDisconnect(), but we don't have this feature yet in SA:MP.
Also a lot of "remove building" code can mess up dialog sync (a feature to prevent cheaters executing invalid/forbidden dialog IDs), making dialogs unable to use in the server.