As I mentioned in an earlier posting, whydead information for observers on genocide is not sent correctly, with short packets on. Well, I did some more digging, and found the problem is much more general. With short packets on, for all players, on the first update where player status changes, whydead information is not sent. Only on the 2nd update is this info sent. Now for regular players, this is never a problem, as they get several explosion updates on geno, so on the 2nd explosion frame they get the proper whydead. But observers just go to the quit screen, so they don't get the proper whydead. For a player, on geno he goes from p_alive, then to 10 updates of p_explode, and finally p_outfit, with p_whydead updated on 2nd explosion update. For an observer, on geno he goes from p_alive to p_outfit, with p_whydead being sent on next update. However, at this point the client has already interpretted the death message, and is sending the "killed by something unknown" message to the login screen. The p_outfit is set at the top of the death() function. On player death, an update to client is given with updateClient, and this *should* be sending the right whydead. And it does when long packets are on. I tried my best to figure out what's going on - I thought maybe the information wasn't being sent at all, but it eventually is sent. I thought the packet which sends it might be skipped, but I don't think so. The best conclusion I can some up with, is that since player status and whydead are in 2 different packets with SP, vs. in the same packet with long packets, there is some timing problem. I just can't figure out why. Bill