We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ServerActivate checks for player entities incorrectly, resulting in it not calling Activate for worldspawn:
ServerActivate
Activate
worldspawn
halflife/dlls/client.cpp
Lines 716 to 718 in c7240b9
This check also allows it to call Activate on the player in the slot matching maxplayers (last slot) which it shouldn't do.
maxplayers
This should be:
// Clients aren't necessarily initialized until ClientPutInServer() if ( (i > 0 && i <= clientMax) || !pEdictList[i].pvPrivateData ) continue;
Originally reported by vasiavasiavasia95.
The text was updated successfully, but these errors were encountered:
No branches or pull requests
ServerActivate
checks for player entities incorrectly, resulting in it not callingActivate
forworldspawn
:halflife/dlls/client.cpp
Lines 716 to 718 in c7240b9
This check also allows it to call
Activate
on the player in the slot matchingmaxplayers
(last slot) which it shouldn't do.This should be:
Originally reported by vasiavasiavasia95.
The text was updated successfully, but these errors were encountered: