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clantag/clanid bug #133

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keigel2001 opened this issue Mar 8, 2016 · 4 comments
Open

clantag/clanid bug #133

keigel2001 opened this issue Mar 8, 2016 · 4 comments
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@keigel2001
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I think I found a little bug. Hard to test alone though ;)
If players connect after .setup is already completed, they first get a [NOT READY]/[READY] as clantag.
When the game is live, their original clantag isn't restored.

All players, that were on the server, before the initial .setup is done, get their original clantag back. Just the ones connecting, when ready-process is already ongoing, have this issue.

I'm using the latest commit and SourceMod Version: 1.7.3-dev+5290

Would be cool, if you can fix it somehow 👍

@splewis
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splewis commented Mar 9, 2016

I know why this occurs: the plugin saves the clan tag right before setting the "Ready" or "Not Ready" text, but the client doesn't always have their original clan tag set when that happens. Presumably it happens after the normal connection/authorization period.

It just needs some logic for checking when the tag is originally set, and to save it there. One fix would be the suggestion in splewis/csgo-multi-1v1#117 but that requires being on the dev/1.8 sourcemod branch.

@zomgasd
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zomgasd commented Apr 19, 2016

@splewis Any way to disable clan tags throughout the players entrance?

@splewis
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splewis commented Apr 19, 2016

I don't know. I'm not actively working on fixing this.

@parsarahimi
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The function at line 2113 in the main script defines the function, something with one of the IF statements has probably gone wrong, I'll look through

@splewis splewis added the bug label Dec 5, 2019
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