ok here goes, all functions that lean onto the ServerClient-Client directive
PlaySoundOnPlayer(ServerClient.Client)
OnChatType(ServerClient.Client)
OnPlayerSpawned(ServerClient.Client)
OnPlayerDamaged(ServerClient.Client)
etc..
These functions are infact still working.
The reason most of you think it isnt working is purely because the ServerClient directive goes out of sync after a while.
Meaning that if you trigger a command ingame that leans onto the serverclient Client directive
The server thinks you are someone else, everyone else, or a client that is not even connected. (That will show up in console as
'Clientnum (int) does not exist.'
After a clean server start this seems to go correct untill the game fills up. I have tried to get a grasp on when exactly this happens but its hard to find out.
Ive been thinking about it and maybe we need to populate a server with testers from this forum with only a testplugin running that triggers OnPlayerSpawned and spams the Client Name,Number,Xuid,Team in chat and serverconsole, and a !test OnChatType trigger that doest the same. this way we can test when this starts happening
Had a life, Got a modem..