Add reason for closing connection when returning false on server event "PlayerConnect"
under review
GTNardy
The "design solution" that need to be solved is how to pass the reason as the Player entity doesn't exist yet and we can't call a function in a proper way there. I'm accepting suggestions.
NegativeName
GTNardy: Add a new return value? (bAllow, sReason)
GTNardy
NegativeName: This is though as events only support boolean returns (as we can have several lua functions being called, the booleans returned are combined and it makes sense), I would really love to have another solution before starting to think on a big refactoration on that internally
NegativeName
GTNardy: Yeah actually that's complicated to imagine a way to do it now...
GTNardy
under review