self.impulse = 0;
self.items = spectatee.items;
self.last_pickup = spectatee.last_pickup;
+ self.hit_time = spectatee.hit_time;
self.metertime = spectatee.metertime;
self.strength_finished = spectatee.strength_finished;
self.invincible_finished = spectatee.invincible_finished;
void LeaveSpectatorMode()
{
- if(isJoinAllowed()) {
+ if(nJoinAllowed(1)) {
if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
self.classname = "player";
* Determines whether the player is allowed to join. This depends on cvar
* g_maxplayers, if it isn't used this function always return TRUE, otherwise
* it checks whether the number of currently playing players exceeds g_maxplayers.
- * @return bool TRUE if the player is allowed to join, false otherwise
+ * @return int number of free slots for players, 0 if none
*/
-float isJoinAllowed() {
+float nJoinAllowed(float includeMe) {
if(self.team_forced < 0)
return FALSE; // forced spectators can never join
+ // TODO simplify this
+ local entity e;
+
+ local float totalClients;
+ FOR_EACH_CLIENT(e)
+ totalClients += 1;
+
if (!autocvar_g_maxplayers)
- return TRUE;
+ return maxclients - totalClients + includeMe;
- local entity e;
local float currentlyPlaying;
- FOR_EACH_REALPLAYER(e) {
- if(e.classname == "player")
- currentlyPlaying += 1;
- }
+ FOR_EACH_REALPLAYER(e)
+ currentlyPlaying += 1;
+
if(currentlyPlaying < autocvar_g_maxplayers)
- return TRUE;
+ return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
- return FALSE;
+ return 0;
}
/**
playerdemo_write();
- if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
+ if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
{
if(!self.stored_netname)
self.stored_netname = strzone(uid2name(self.crypto_idfp));