I think if you add an update to the PlyrStartTime[] array in the ScoreKill function, it will fix that issue.**
Note, I will be releasing a fix on this in a day or 3, perhaps even later tonight.
New version will also save the players team and a few other values.
Update:
** Actually, it will be needing a bit more than that.....
I spent some time rewriting this thing so that it uses a timer as it should instead of latching on to the ScoreKill function.
The rate at which the mutator saves the current values will be adjustable via an ini setting.
Current version works exactly as the previous version and has the exact same issue with the Time & FPS values on the F1 scoreboard.
(The F2 stats are only written to the servers ini file at the end of each game, and would not be changing during a match.)
Adding the StartTime as iloveut99 suggested gets the correct info sent to all other players in the game.
However the player who is reconnecting will get invalid values for Time and FPS for ALL players, including himself.
In order to fix this, if I can, I will need to take a look at trying to initialize the reconnecting players HUD with the current values for all the other
players & bots in the game, as well as the saved values for that player.
Not sure at this point why they don't synch up, but they don't. I was testing today with 2 client PC's connecting to a dedicated server.
The PC I left connected to the server, was showing the correct Time/FPS values for all players, including the player who had disconnected and
rejoined the game. While the Score/Deaths are getting shown correctly on the reconnecting players HUD, The Time values for
all players and bots get reset to 1, which screws up the FPS numbers.
As usual, this has become a bit more involved than expected. It may be a bit longer than the 2-3 day estimate before a new
version is released.
Thanks to iloveut99 for the feedback and for picking the correct name for the PlyrStartTime array.
