PlayerRankings: Send trough ent refs
hopefully this fixes the random rotating entities, whoops.
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c604047688
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@ -666,8 +666,8 @@ void SpawnCrown(int client)
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AcceptEntityInput(entity, "SetParent", client);
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DataPack data = new DataPack();
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data.WriteCell(entity);
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data.WriteCell(client);
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data.WriteCell(EntIndexToEntRef(entity));
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data.WriteCell(EntIndexToEntRef(client));
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data.Reset();
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CreateTimer(0.1, OnCrownUpdate, data, TIMER_REPEAT);
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@ -713,8 +713,8 @@ void SpawnSkull(int client)
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AcceptEntityInput(entity, "SetParent", client);
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DataPack data = new DataPack();
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data.WriteCell(entity);
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data.WriteCell(client);
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data.WriteCell(EntIndexToEntRef(entity));
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data.WriteCell(EntIndexToEntRef(client));
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data.Reset();
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CreateTimer(0.1, OnSkullUpdate, data, TIMER_REPEAT);
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@ -725,8 +725,8 @@ void SpawnSkull(int client)
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//----------------------------------------------------------------------------------------------------
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public Action OnCrownUpdate(Handle timer, DataPack data)
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{
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int entity = data.ReadCell();
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int client = data.ReadCell();
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int entity = EntRefToEntIndex(data.ReadCell());
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int client = EntRefToEntIndex(data.ReadCell());
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data.Reset();
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if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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@ -752,8 +752,8 @@ public Action OnCrownUpdate(Handle timer, DataPack data)
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//----------------------------------------------------------------------------------------------------
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public Action OnSkullUpdate(Handle timer, DataPack data)
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{
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int entity = data.ReadCell();
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int client = data.ReadCell();
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int entity = EntRefToEntIndex(data.ReadCell());
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int client = EntRefToEntIndex(data.ReadCell());
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data.Reset();
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if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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