Don't fire forwards if client isn't ingame.

This commit is contained in:
Nicholas Hastings 2015-02-18 12:33:37 -08:00
parent e8765c5d3d
commit 684b59a921

View File

@ -51,6 +51,8 @@ void HandleCondChange(void *pData)
void PlayerConditionsMgr::ProcessCondChange(CondChangeData_t *pCondData) void PlayerConditionsMgr::ProcessCondChange(CondChangeData_t *pCondData)
{ {
int client = gamehelpers->EntityToBCompatRef(pCondData->pPlayer); int client = gamehelpers->EntityToBCompatRef(pCondData->pPlayer);
if (!playerhelpers->GetGamePlayer(client)->IsInGame())
return;
int newConds = 0; int newConds = 0;
int prevConds = 0; int prevConds = 0;