Gez wrote:So here we need two fixes: the first is that showMessage needs a way to check if its activator is the local player or not
I can tell you already that you can't do that. "Local player" is not a thing to the playsim.
Gez wrote:So here we need two fixes: the first is that showMessage needs a way to check if its activator is the local player or not
int pcount = PlayerCount();
int atcount = 0;
for (int pnum = 0; atcount < pcount; pnum++)
{ // pnum is the physical player number, always increments for each player
if(!PlayerInGame(pnum))
continue;
DoStuff(pnum);
atcount++; // atcount only increments when the player is in the game
}
Xaser wrote:I was never fully happy with that bit, since yeah, there's a lot of redundancy in the calls because of multiplayer future-proofing (and the fact I was in a rush when writing that).
edward850 wrote:Non-global messages are only logged by the instance that actually owns them.
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