#using scripts\codescripts\struct; #using scripts\shared\callbacks_shared; #using scripts\shared\system_shared; #namespace clientids; function autoexec __init__sytem__() { system::register("clientids",&__init__,undefined,undefined); } function __init__() { callback::on_start_gametype( &init ); callback::on_connect( &on_player_connect ); } function init() { // this is now handled in code ( not lan ) // see s_nextScriptClientId level.clientid = 0; } function on_player_connect() { self.clientid = matchRecordNewPlayer( self ); if ( !isdefined( self.clientid ) || self.clientid == -1 ) { self.clientid = level.clientid; level.clientid++; // Is this safe? What if a server runs for a long time and many people join/leave } /# PrintLn( "client: " + self.name + " clientid: " + self.clientid); #/ }