by jpalomo » Sat Jan 09, 2016 4:10 am
If the function is run with no activator (for example an OPEN script or removing an existing activator with SetActivator), it will run for and affect all active players in the game.
A script type of disconnect would normally count as no activator (the world, until this change at least). Instead of the function being run for all players, it now will only run for the disconnecting player. I'll check to see what other functions this could potentially affect.
Edit:
[wiki]GiveInventory[/wiki], [wiki]TakeInventory[/wiki], [wiki]UseInventory[/wiki], [wiki]FadeTo[/wiki], and [wiki]FadeRange[/wiki] all seem to be in the same boat as ClearInventory.
[quote]If the function is run with no activator (for example an OPEN script or removing an existing activator with SetActivator), it will run for and affect all active players in the game.[/quote]
A script type of disconnect would normally count as no activator (the world, until this change at least). Instead of the function being run for all players, it now will only run for the disconnecting player. I'll check to see what other functions this could potentially affect.
Edit:
[wiki]GiveInventory[/wiki], [wiki]TakeInventory[/wiki], [wiki]UseInventory[/wiki], [wiki]FadeTo[/wiki], and [wiki]FadeRange[/wiki] all seem to be in the same boat as ClearInventory.