Hmm. Well, It's happened to me before, also a few random occasions I've seen a few people saying it's bugged cp, I vaguely remember Firefox suffering from it once too.
I'm sure this bug has been with us for ages, but thanks for reporting I'll look into it.
EDIT:
if(gRace[gRaceStarted]==0)return 1;
if(xInfo[playerid][special]>7)return 1;
if (xInfo[playerid][special]<8 && xInfo[playerid][RaceOver]==2 || xInfo[playerid][special]==8)return 1;
if (xInfo[playerid][special]< 8 && pInfo[playerid][gPlayerProgress]==gRace[gMaxCheckpoints]-1)
Above are some simple arguments. Looking at my code, there are a few silly mistakes. When I say 'end' I mean server won't do anything when you enter checkpoint.
if( HasRaceStarted? = no ) end; // it asks server has race started? if yes, it would not 'end'
if( IsPlayerRacing? = no ) end; // if player in not racing, it will 'end'.
if ( IsPlayerRacing? = no AND RaceIsOver? =yes OR IsPlayerRacing? = no) end; //I ask if twice, even though the previous argument has answered this.
if ( IsPlayerRacing? = yes AND CheckpointNumber = TotalCheckpoints)continue; // again, I ask. Pfft, my coding. lol
I don't think the above is causing the problem, but it's shows you how at first code seems logically, it soon can look inefficient. :'(
You guys know the bug of joining, then all vehicles seem out of sync and invisible?
Just made a fix I think, I'll test it out today on the server.
for(new i;i<MAX_VEHICLES;i++)
{
if(SyncMe[i]==1)SetVehicleVirtualWorld(playerid,GetVehicleVirtualWorld(i));
}
Andre : Auto-Modify ? lol It wouldn't let me double post