boiii-scripts/shared/clientids_shared.gsc
2023-04-13 17:30:38 +02:00

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#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);
#/
}