client_disconnected

Syntax

forward client_disconnected(id, bool:drop, message[], maxlen);

Usage

id
Client index
drop
If true, the game has explicitly dropped the client
message
If drop is true, a writable buffer containing the disconnect info message
maxlen
Maximum size of buffer

Description

Called when a client is disconnected from the server.

Note

This will be called in some additional cases that client_disconnect doesn't cover,
most notably when a client aborts the connection process. It is guaranteed to pair
with the client_connect() forward.

Note

When this fires the player entity is still valid (e.g. is_user_connected(id) will
return true), but no networked commands will reach the client.

Return

This forward ignores the returned value.