This change will not have side-effects and it will benefit a lot for Half-Life servers that uses MiniAG.
When you are playing a match (let's say a 2v2), sometimes a players gets disconnect and they need to pause the match, problem comes when server is paused, get_gametime() isn't working anymore, so players will not be able to chat anymore when they trigger the flood messages limit.
To fix this behaviour we can use instead EngFunc_Time:
It's the server uptime (Do not confuse with OS time.
Update: Only side-effect I found is that after 4 months running on and the server is never restarted, the time will overflow.
Still, you should restart your server every night. The engine itself will become out of sync with high tickcount values due to increasing floating point errors which will lead to all kind of problems.
Description
This change will not have side-effects and it will benefit a lot for Half-Life servers that uses MiniAG. When you are playing a match (let's say a 2v2), sometimes a players gets disconnect and they need to pause the match, problem comes when server is paused, get_gametime() isn't working anymore, so players will not be able to chat anymore when they trigger the flood messages limit.
To fix this behaviour we can use instead EngFunc_Time:
Code
Replacing get_gametime() with this function in this line should be enough (it's only referenced one time) https://github.com/alliedmodders/amxmodx/blob/6ef40779e7f88dde2202fd554ebebc5500f0eea4/plugins/antiflood.sma#L36
Update: Only side-effect I found is that after 4 months running on and the server is never restarted, the time will overflow.
Still, you should restart your server every night. The engine itself will become out of sync with high tickcount values due to increasing floating point errors which will lead to all kind of problems.