6 #include "scores_rules.qh"
10 #include "command/vote.qh"
12 #include "mutators/_mod.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/_mod.qh"
16 #include "../common/teams.qh"
18 void TeamchangeFrags(entity e)
23 void LogTeamchange(float player_id, float team_number, float type)
25 if(!autocvar_sv_eventlog)
31 GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
34 void default_delayedinit(entity this)
36 if(!scores_initialized)
40 void ActivateTeamplay()
42 serverflags |= SERVERFLAG_TEAMPLAY;
44 cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
47 void InitGameplayMode()
51 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
55 // currently, NetRadiant's limit is 131072 qu for each side
56 // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
57 // set the distance according to map size but don't go over the limit to avoid issues with float precision
58 // in case somebody makes extremely large maps
59 max_shot_distance = min(230000, vlen(world.maxs - world.mins));
61 MapInfo_LoadMapSettings(mapname);
62 serverflags &= ~SERVERFLAG_TEAMPLAY;
64 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
66 if (!cvar_value_issafe(world.fog))
68 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
69 world.fog = string_null;
71 if(MapInfo_Map_fog != "")
72 if(MapInfo_Map_fog == "none")
73 world.fog = string_null;
75 world.fog = strzone(MapInfo_Map_fog);
76 clientstuff = strzone(MapInfo_Map_clientstuff);
80 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
82 cache_mutatormsg = strzone("");
83 cache_lastmutatormsg = strzone("");
85 InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
88 string GetClientVersionMessage(entity this)
90 if (CS(this).version_mismatch) {
91 if(CS(this).version < autocvar_gameversion) {
92 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
93 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
95 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
96 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
99 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
103 string getwelcomemessage(entity this)
105 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
106 string modifications = M_ARGV(0, string);
110 if(g_weaponarena_random)
111 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
113 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
115 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
116 modifications = strcat(modifications, ", No start weapons");
117 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
118 modifications = strcat(modifications, ", Low gravity");
119 if(g_weapon_stay && !g_cts)
120 modifications = strcat(modifications, ", Weapons stay");
122 modifications = strcat(modifications, ", Jet pack");
123 if(autocvar_g_powerups == 0)
124 modifications = strcat(modifications, ", No powerups");
125 if(autocvar_g_powerups > 0)
126 modifications = strcat(modifications, ", Powerups");
127 modifications = substring(modifications, 2, strlen(modifications) - 2);
129 string versionmessage = GetClientVersionMessage(this);
130 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
132 if(modifications != "")
133 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
135 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
137 if(cache_lastmutatormsg)
138 strunzone(cache_lastmutatormsg);
140 strunzone(cache_mutatormsg);
141 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
142 cache_mutatormsg = strzone(cache_lastmutatormsg);
145 if (cache_mutatormsg != "") {
146 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
149 string mutator_msg = "";
150 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
151 mutator_msg = M_ARGV(0, string);
153 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
155 string motd = autocvar_sv_motd;
157 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
162 void setcolor(entity this, int clr)
165 this.clientcolors = clr;
166 this.team = (clr & 15) + 1;
168 builtin_setcolor(this, clr);
172 void SetPlayerColors(entity player, float _color)
174 float pants = _color & 0x0F;
175 float shirt = _color & 0xF0;
178 setcolor(player, 16 * pants + pants);
182 setcolor(player, shirt + pants);
186 bool SetPlayerTeamSimple(entity player, int teamnum)
188 if (player.team == teamnum)
190 // This is important when players join the game and one of their color
191 // matches the team color while other doesn't. For example [BOT]Lion.
192 SetPlayerColors(player, teamnum - 1);
195 if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
196 player.team), Team_TeamToNumber(teamnum)) == true)
198 // Mutator has blocked team change.
201 int oldteam = player.team;
202 SetPlayerColors(player, teamnum - 1);
203 MUTATOR_CALLHOOK(Player_ChangedTeam, player, oldteam, player.team);
207 void SetPlayerTeam(entity player, int destinationteam, int sourceteam, bool noprint)
209 int teamnum = Team_NumberToTeam(destinationteam);
210 if (!SetPlayerTeamSimple(player, teamnum))
214 LogTeamchange(player.playerid, player.team, 3); // log manual team join
219 bprint(playername(player, false), "^7 has changed from ", Team_NumberToColoredFullName(sourceteam), "^7 to ", Team_NumberToColoredFullName(destinationteam), "\n");
222 // set c1...c4 to show what teams are allowed
223 void CheckAllowedTeams (entity for_whom)
227 c1 = c2 = c3 = c4 = -1;
228 numbotsteam1 = numbotsteam2 = numbotsteam3 = numbotsteam4 = 0;
230 string teament_name = string_null;
232 bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
233 teams_mask = M_ARGV(0, float);
234 teament_name = M_ARGV(1, string);
236 if(!mutator_returnvalue)
238 if(teams_mask & BIT(0)) c1 = 0;
239 if(teams_mask & BIT(1)) c2 = 0;
240 if(teams_mask & BIT(2)) c3 = 0;
241 if(teams_mask & BIT(3)) c4 = 0;
244 // find out what teams are allowed if necessary
247 entity head = find(NULL, classname, teament_name);
252 case NUM_TEAM_1: c1 = 0; break;
253 case NUM_TEAM_2: c2 = 0; break;
254 case NUM_TEAM_3: c3 = 0; break;
255 case NUM_TEAM_4: c4 = 0; break;
258 head = find(head, classname, teament_name);
262 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
263 if(AvailableTeams() == 2)
264 if(autocvar_bot_vs_human && for_whom)
266 if(autocvar_bot_vs_human > 0)
268 // find last team available
270 if(IS_BOT_CLIENT(for_whom))
272 if(c4 >= 0) { c3 = c2 = c1 = -1; }
273 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
274 else { c4 = c3 = c1 = -1; }
275 // no further cases, we know at least 2 teams exist
279 if(c1 >= 0) { c2 = c3 = c4 = -1; }
280 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
281 else { c1 = c2 = c4 = -1; }
282 // no further cases, bots have one of the teams
287 // find first team available
289 if(IS_BOT_CLIENT(for_whom))
291 if(c1 >= 0) { c2 = c3 = c4 = -1; }
292 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
293 else { c1 = c2 = c4 = -1; }
294 // no further cases, we know at least 2 teams exist
298 if(c4 >= 0) { c3 = c2 = c1 = -1; }
299 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
300 else { c4 = c3 = c1 = -1; }
301 // no further cases, bots have one of the teams
309 // if player has a forced team, ONLY allow that one
310 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
312 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
314 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
316 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
320 float PlayerValue(entity p)
323 // FIXME: it always returns 1...
326 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
327 // teams that are allowed will now have their player counts stored in c1...c4
328 void GetTeamCounts(entity ignore)
330 if (MUTATOR_CALLHOOK(GetTeamCounts) == true)
334 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_1, ignore, c1, numbotsteam1,
335 lowestplayerteam1, lowestbotteam1);
336 c1 = M_ARGV(2, float);
337 numbotsteam1 = M_ARGV(3, float);
338 lowestplayerteam1 = M_ARGV(4, entity);
339 lowestbotteam1 = M_ARGV(5, entity);
343 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_2, ignore, c2, numbotsteam2,
344 lowestplayerteam2, lowestbotteam2);
345 c2 = M_ARGV(2, float);
346 numbotsteam2 = M_ARGV(3, float);
347 lowestplayerteam2 = M_ARGV(4, entity);
348 lowestbotteam2 = M_ARGV(5, entity);
352 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_3, ignore, c3, numbotsteam3,
353 lowestplayerteam3, lowestbotteam3);
354 c3 = M_ARGV(2, float);
355 numbotsteam3 = M_ARGV(3, float);
356 lowestplayerteam3 = M_ARGV(4, entity);
357 lowestbotteam3 = M_ARGV(5, entity);
361 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_4, ignore, c4, numbotsteam4,
362 lowestplayerteam4, lowestbotteam4);
363 c4 = M_ARGV(2, float);
364 numbotsteam4 = M_ARGV(3, float);
365 lowestplayerteam4 = M_ARGV(4, entity);
366 lowestbotteam4 = M_ARGV(5, entity);
372 // now count how many players are on each team already
373 float lowestplayerscore1 = FLOAT_MAX;
374 float lowestbotscore1 = FLOAT_MAX;
375 float lowestplayerscore2 = FLOAT_MAX;
376 float lowestbotscore2 = FLOAT_MAX;
377 float lowestplayerscore3 = FLOAT_MAX;
378 float lowestbotscore3 = FLOAT_MAX;
379 float lowestplayerscore4 = FLOAT_MAX;
380 float lowestbotscore4 = FLOAT_MAX;
381 FOREACH_CLIENT(true, LAMBDA(
383 if (IS_PLAYER(it) || it.caplayer)
387 else if (it.team_forced > 0)
389 t = it.team_forced; // reserve the spot
399 value = PlayerValue(it);
400 if (IS_BOT_CLIENT(it))
421 numbotsteam1 += bvalue;
422 float tempscore = PlayerScore_Get(it, SP_SCORE);
425 if (tempscore < lowestplayerscore1)
427 lowestplayerteam1 = it;
428 lowestplayerscore1 = tempscore;
432 if (tempscore < lowestbotscore1)
435 lowestbotscore1 = tempscore;
446 numbotsteam2 += bvalue;
447 float tempscore = PlayerScore_Get(it, SP_SCORE);
450 if (tempscore < lowestplayerscore2)
452 lowestplayerteam2 = it;
453 lowestplayerscore2 = tempscore;
457 if (tempscore < lowestbotscore2)
460 lowestbotscore2 = tempscore;
471 numbotsteam3 += bvalue;
472 float tempscore = PlayerScore_Get(it, SP_SCORE);
475 if (tempscore < lowestplayerscore3)
477 lowestplayerteam3 = it;
478 lowestplayerscore3 = tempscore;
482 if (tempscore < lowestbotscore3)
485 lowestbotscore3 = tempscore;
496 numbotsteam4 += bvalue;
497 float tempscore = PlayerScore_Get(it, SP_SCORE);
500 if (tempscore < lowestplayerscore4)
502 lowestplayerteam4 = it;
503 lowestplayerscore4 = tempscore;
507 if (tempscore < lowestbotscore4)
510 lowestbotscore4 = tempscore;
518 // if the player who has a forced team has not joined yet, reserve the spot
519 if(autocvar_g_campaign)
521 switch(autocvar_g_campaign_forceteam)
523 case 1: if(c1 == numbotsteam1) ++c1; break;
524 case 2: if(c2 == numbotsteam2) ++c2; break;
525 case 3: if(c3 == numbotsteam3) ++c3; break;
526 case 4: if(c4 == numbotsteam4) ++c4; break;
531 bool IsTeamSmallerThanTeam(int teama, int teamb, entity e, bool usescore)
538 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
539 float numplayersteama = -1, numplayersteamb = -1;
540 float numbotsteama = 0, numbotsteamb = 0;
541 float scoreteama = 0, scoreteamb = 0;
545 case 1: numplayersteama = c1; numbotsteama = numbotsteam1; scoreteama = team1_score; break;
546 case 2: numplayersteama = c2; numbotsteama = numbotsteam2; scoreteama = team2_score; break;
547 case 3: numplayersteama = c3; numbotsteama = numbotsteam3; scoreteama = team3_score; break;
548 case 4: numplayersteama = c4; numbotsteama = numbotsteam4; scoreteama = team4_score; break;
552 case 1: numplayersteamb = c1; numbotsteamb = numbotsteam1; scoreteamb = team1_score; break;
553 case 2: numplayersteamb = c2; numbotsteamb = numbotsteam2; scoreteamb = team2_score; break;
554 case 3: numplayersteamb = c3; numbotsteamb = numbotsteam3; scoreteamb = team3_score; break;
555 case 4: numplayersteamb = c4; numbotsteamb = numbotsteam4; scoreteamb = team4_score; break;
559 if (numplayersteama < 0 || numplayersteamb < 0)
562 if ((IS_REAL_CLIENT(e) && bots_would_leave))
564 numplayersteama -= numbotsteama;
565 numplayersteamb -= numbotsteamb;
569 return numplayersteama < numplayersteamb;
571 if (numplayersteama < numplayersteamb)
575 if (numplayersteama > numplayersteamb)
579 return scoreteama < scoreteamb;
582 bool IsTeamEqualToTeam(int teama, int teamb, entity e, bool usescore)
589 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
590 float numplayersteama = -1, numplayersteamb = -1;
591 float numbotsteama = 0, numbotsteamb = 0;
592 float scoreteama = 0, scoreteamb = 0;
596 case 1: numplayersteama = c1; numbotsteama = numbotsteam1; scoreteama = team1_score; break;
597 case 2: numplayersteama = c2; numbotsteama = numbotsteam2; scoreteama = team2_score; break;
598 case 3: numplayersteama = c3; numbotsteama = numbotsteam3; scoreteama = team3_score; break;
599 case 4: numplayersteama = c4; numbotsteama = numbotsteam4; scoreteama = team4_score; break;
603 case 1: numplayersteamb = c1; numbotsteamb = numbotsteam1; scoreteamb = team1_score; break;
604 case 2: numplayersteamb = c2; numbotsteamb = numbotsteam2; scoreteamb = team2_score; break;
605 case 3: numplayersteamb = c3; numbotsteamb = numbotsteam3; scoreteamb = team3_score; break;
606 case 4: numplayersteamb = c4; numbotsteamb = numbotsteam4; scoreteamb = team4_score; break;
610 if (numplayersteama < 0 || numplayersteamb < 0)
613 if ((IS_REAL_CLIENT(e) && bots_would_leave))
615 numplayersteama -= numbotsteama;
616 numplayersteamb -= numbotsteamb;
620 return numplayersteama == numplayersteamb;
622 if (numplayersteama < numplayersteamb)
626 if (numplayersteama > numplayersteamb)
630 return scoreteama == scoreteamb;
633 int FindBestTeams(entity player, bool usescore)
635 if (MUTATOR_CALLHOOK(FindBestTeams, player) == true)
637 return M_ARGV(1, float);
640 int previousteam = 0;
648 if (previousteam == 0)
653 else if (IsTeamSmallerThanTeam(2, previousteam, player, usescore))
658 else if (IsTeamEqualToTeam(2, previousteam, player, usescore))
666 if (previousteam == 0)
671 else if (IsTeamSmallerThanTeam(3, previousteam, player, usescore))
676 else if (IsTeamEqualToTeam(3, previousteam, player, usescore))
684 if (previousteam == 0)
688 else if (IsTeamSmallerThanTeam(4, previousteam, player, usescore))
692 else if (IsTeamEqualToTeam(4, previousteam, player, usescore))
700 // returns # of smallest team (1, 2, 3, 4)
701 // NOTE: Assumes CheckAllowedTeams has already been called!
702 float FindSmallestTeam(entity pl, float ignore_pl)
704 // count how many players are in each team
713 int teambits = FindBestTeams(pl, true);
716 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
718 RandomSelection_Init();
719 if ((teambits & BIT(0)) != 0)
721 RandomSelection_AddFloat(1, 1, 1);
723 if ((teambits & BIT(1)) != 0)
725 RandomSelection_AddFloat(2, 1, 1);
727 if ((teambits & BIT(2)) != 0)
729 RandomSelection_AddFloat(3, 1, 1);
731 if ((teambits & BIT(3)) != 0)
733 RandomSelection_AddFloat(4, 1, 1);
735 return RandomSelection_chosen_float;
738 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
740 // don't join a team if we're not playing a team game
746 // find out what teams are available
747 CheckAllowedTeams(this);
751 // if we don't care what team he ends up on, put him on whatever team he entered as.
752 // if he's not on a valid team, then let other code put him on the smallest team
755 if( c1 >= 0 && this.team == NUM_TEAM_1)
756 selectedteam = this.team;
757 else if(c2 >= 0 && this.team == NUM_TEAM_2)
758 selectedteam = this.team;
759 else if(c3 >= 0 && this.team == NUM_TEAM_3)
760 selectedteam = this.team;
761 else if(c4 >= 0 && this.team == NUM_TEAM_4)
762 selectedteam = this.team;
766 if (selectedteam > 0)
768 if (!only_return_best)
770 SetPlayerTeamSimple(this, selectedteam);
772 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
773 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
774 LogTeamchange(this.playerid, this.team, 99);
778 // otherwise end up on the smallest team (handled below)
781 float bestteam = FindSmallestTeam(this, true);
782 if (only_return_best || this.bot_forced_team)
786 bestteam = Team_NumberToTeam(bestteam);
789 error("JoinBestTeam: invalid team\n");
791 int oldteam = Team_TeamToNumber(this.team);
792 TeamchangeFrags(this);
793 SetPlayerTeamSimple(this, bestteam);
794 LogTeamchange(this.playerid, this.team, 2); // log auto join
795 if (!IS_BOT_CLIENT(this))
797 AutoBalanceBots(oldteam, Team_TeamToNumber(bestteam));
799 if (!IS_DEAD(this) && (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) ==
802 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
807 void SV_ChangeTeam(entity this, float _color)
809 float sourcecolor, destinationcolor, sourceteam, destinationteam;
811 // in normal deathmatch we can just apply the color and we're done
813 SetPlayerColors(this, _color);
817 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
818 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
825 sourcecolor = this.clientcolors & 0x0F;
826 destinationcolor = _color & 0x0F;
828 sourceteam = Team_TeamToNumber(sourcecolor + 1);
829 destinationteam = Team_TeamToNumber(destinationcolor + 1);
831 CheckAllowedTeams(this);
833 if (destinationteam == 1 && c1 < 0) destinationteam = 4;
834 if (destinationteam == 4 && c4 < 0) destinationteam = 3;
835 if (destinationteam == 3 && c3 < 0) destinationteam = 2;
836 if (destinationteam == 2 && c2 < 0) destinationteam = 1;
838 // not changing teams
839 if (sourcecolor == destinationcolor)
841 SetPlayerTeam(this, destinationteam, sourceteam, true);
845 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && CS(this).wasplayer)) {
846 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
847 return; // changing teams is not allowed
850 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
851 if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
854 if ((BIT(destinationteam - 1) & FindBestTeams(this, false)) == 0)
856 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
860 if(IS_PLAYER(this) && sourceteam != destinationteam)
862 // reduce frags during a team change
863 TeamchangeFrags(this);
865 SetPlayerTeam(this, destinationteam, sourceteam, !IS_CLIENT(this));
866 AutoBalanceBots(sourceteam, destinationteam);
867 if (!IS_PLAYER(this) || (sourceteam == destinationteam))
871 // kill player when changing teams
872 if (IS_DEAD(this) || (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) == true))
876 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
879 void AutoBalanceBots(int sourceteam, int destinationteam)
881 if ((sourceteam == -1) || (destinationteam == -1))
885 if (!autocvar_g_balance_teams ||
886 !autocvar_g_balance_teams_prevent_imbalance)
890 int numplayerssourceteam = 0;
891 int numplayersdestinationteam = 0;
892 entity lowestbotdestinationteam = NULL;
897 numplayerssourceteam = c1;
902 numplayerssourceteam = c2;
907 numplayerssourceteam = c3;
912 numplayerssourceteam = c4;
916 switch (destinationteam)
920 numplayersdestinationteam = c1;
921 lowestbotdestinationteam = lowestbotteam1;
926 numplayersdestinationteam = c2;
927 lowestbotdestinationteam = lowestbotteam2;
932 numplayersdestinationteam = c3;
933 lowestbotdestinationteam = lowestbotteam3;
938 numplayersdestinationteam = c4;
939 lowestbotdestinationteam = lowestbotteam4;
943 if ((numplayersdestinationteam <= numplayerssourceteam) ||
944 (lowestbotdestinationteam == NULL))
948 SetPlayerTeamSimple(lowestbotdestinationteam, Team_NumberToTeam(sourceteam));
949 if (IS_DEAD(lowestbotdestinationteam) || (MUTATOR_CALLHOOK(
950 Player_ChangeTeamKill, lowestbotdestinationteam) == true))
954 Damage(lowestbotdestinationteam, lowestbotdestinationteam,
955 lowestbotdestinationteam, 100000, DEATH_TEAMCHANGE.m_id,
956 lowestbotdestinationteam.origin, '0 0 0');
959 void ShufflePlayerOutOfTeam (float source_team)
961 float smallestteam, smallestteam_count, steam;
962 float lowest_bot_score, lowest_player_score;
963 entity lowest_bot, lowest_player, selected;
966 smallestteam_count = 999999999;
968 if(c1 >= 0 && c1 < smallestteam_count)
971 smallestteam_count = c1;
973 if(c2 >= 0 && c2 < smallestteam_count)
976 smallestteam_count = c2;
978 if(c3 >= 0 && c3 < smallestteam_count)
981 smallestteam_count = c3;
983 if(c4 >= 0 && c4 < smallestteam_count)
986 smallestteam_count = c4;
991 bprint("warning: no smallest team\n");
997 else if(source_team == 2)
999 else if(source_team == 3)
1001 else // if(source_team == 4)
1005 lowest_bot_score = 999999999;
1006 lowest_player = NULL;
1007 lowest_player_score = 999999999;
1009 // find the lowest-scoring player & bot of that team
1010 FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
1013 if(it.totalfrags < lowest_bot_score)
1016 lowest_bot_score = it.totalfrags;
1021 if(it.totalfrags < lowest_player_score)
1024 lowest_player_score = it.totalfrags;
1029 // prefers to move a bot...
1030 if(lowest_bot != NULL)
1031 selected = lowest_bot;
1032 // but it will move a player if it has to
1034 selected = lowest_player;
1035 // don't do anything if it couldn't find anyone
1038 bprint("warning: couldn't find a player to move from team\n");
1042 // smallest team gains a member
1043 if(smallestteam == 1)
1047 else if(smallestteam == 2)
1051 else if(smallestteam == 3)
1055 else if(smallestteam == 4)
1061 bprint("warning: destination team invalid\n");
1064 // source team loses a member
1065 if(source_team == 1)
1069 else if(source_team == 2)
1073 else if(source_team == 3)
1077 else if(source_team == 4)
1083 bprint("warning: source team invalid\n");
1087 // move the player to the new team
1088 TeamchangeFrags(selected);
1089 SetPlayerTeam(selected, smallestteam, source_team, false);
1091 if (IS_DEAD(selected) || MUTATOR_CALLHOOK(Player_ChangeTeamKill, selected) == true)
1095 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
1096 Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);