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93 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");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96 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");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 team_num)
188 if (player.team == team_num)
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, team_num - 1);
195 if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
196 player.team), Team_TeamToNumber(team_num)) == true)
198 // Mutator has blocked team change.
201 int old_team = player.team;
202 SetPlayerColors(player, team_num - 1);
203 MUTATOR_CALLHOOK(Player_ChangedTeam, player, old_team, player.team);
207 bool SetPlayerTeam(entity player, int destination_team, int source_team,
210 int team_num = Team_NumberToTeam(destination_team);
211 if (!SetPlayerTeamSimple(player, team_num))
215 LogTeamchange(player.playerid, player.team, 3); // log manual team join
220 bprint(playername(player, false), "^7 has changed from ", Team_NumberToColoredFullName(source_team), "^7 to ", Team_NumberToColoredFullName(destination_team), "\n");
224 // set c1...c4 to show what teams are allowed
225 void CheckAllowedTeams(entity for_whom)
229 c1 = c2 = c3 = c4 = -1;
230 num_bots_team1 = num_bots_team2 = num_bots_team3 = num_bots_team4 = 0;
232 string teament_name = string_null;
234 bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
235 teams_mask = M_ARGV(0, float);
236 teament_name = M_ARGV(1, string);
238 if(!mutator_returnvalue)
240 if(teams_mask & BIT(0)) c1 = 0;
241 if(teams_mask & BIT(1)) c2 = 0;
242 if(teams_mask & BIT(2)) c3 = 0;
243 if(teams_mask & BIT(3)) c4 = 0;
246 // find out what teams are allowed if necessary
249 entity head = find(NULL, classname, teament_name);
254 case NUM_TEAM_1: c1 = 0; break;
255 case NUM_TEAM_2: c2 = 0; break;
256 case NUM_TEAM_3: c3 = 0; break;
257 case NUM_TEAM_4: c4 = 0; break;
260 head = find(head, classname, teament_name);
264 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
265 if(AvailableTeams() == 2)
266 if(autocvar_bot_vs_human && for_whom)
268 if(autocvar_bot_vs_human > 0)
270 // find last team available
272 if(IS_BOT_CLIENT(for_whom))
274 if(c4 >= 0) { c3 = c2 = c1 = -1; }
275 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
276 else { c4 = c3 = c1 = -1; }
277 // no further cases, we know at least 2 teams exist
281 if(c1 >= 0) { c2 = c3 = c4 = -1; }
282 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
283 else { c1 = c2 = c4 = -1; }
284 // no further cases, bots have one of the teams
289 // find first team available
291 if(IS_BOT_CLIENT(for_whom))
293 if(c1 >= 0) { c2 = c3 = c4 = -1; }
294 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
295 else { c1 = c2 = c4 = -1; }
296 // no further cases, we know at least 2 teams exist
300 if(c4 >= 0) { c3 = c2 = c1 = -1; }
301 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
302 else { c4 = c3 = c1 = -1; }
303 // no further cases, bots have one of the teams
311 // if player has a forced team, ONLY allow that one
312 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
314 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
316 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
318 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
322 float PlayerValue(entity p)
325 // FIXME: it always returns 1...
328 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
329 // teams that are allowed will now have their player counts stored in c1...c4
330 void GetTeamCounts(entity ignore)
332 if (MUTATOR_CALLHOOK(GetTeamCounts) == true)
336 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_1, ignore, c1,
337 num_bots_team1, lowest_human_team1, lowest_bot_team1);
338 c1 = M_ARGV(2, float);
339 num_bots_team1 = M_ARGV(3, float);
340 lowest_human_team1 = M_ARGV(4, entity);
341 lowest_bot_team1 = M_ARGV(5, entity);
345 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_2, ignore, c2,
346 num_bots_team2, lowest_human_team2, lowest_bot_team2);
347 c2 = M_ARGV(2, float);
348 num_bots_team2 = M_ARGV(3, float);
349 lowest_human_team2 = M_ARGV(4, entity);
350 lowest_bot_team2 = M_ARGV(5, entity);
354 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_3, ignore, c3,
355 num_bots_team3, lowest_human_team3, lowest_bot_team3);
356 c3 = M_ARGV(2, float);
357 num_bots_team3 = M_ARGV(3, float);
358 lowest_human_team3 = M_ARGV(4, entity);
359 lowest_bot_team3 = M_ARGV(5, entity);
363 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_4, ignore,
364 c4, num_bots_team4, lowest_human_team4, lowest_bot_team4);
365 c4 = M_ARGV(2, float);
366 num_bots_team4 = M_ARGV(3, float);
367 lowest_human_team4 = M_ARGV(4, entity);
368 lowest_bot_team4 = M_ARGV(5, entity);
374 // now count how many players are on each team already
375 float lowest_human_score1 = FLOAT_MAX;
376 float lowest_bot_score1 = FLOAT_MAX;
377 float lowest_human_score2 = FLOAT_MAX;
378 float lowest_bot_score2 = FLOAT_MAX;
379 float lowest_human_score3 = FLOAT_MAX;
380 float lowest_bot_score3 = FLOAT_MAX;
381 float lowest_human_score4 = FLOAT_MAX;
382 float lowest_bot_score4 = FLOAT_MAX;
386 if (IS_PLAYER(it) || it.caplayer)
390 else if (it.team_forced > 0)
392 t = it.team_forced; // reserve the spot
402 value = PlayerValue(it);
403 if (IS_BOT_CLIENT(it))
424 num_bots_team1 += bvalue;
425 float temp_score = PlayerScore_Get(it, SP_SCORE);
428 if (temp_score < lowest_human_score1)
430 lowest_human_team1 = it;
431 lowest_human_score1 = temp_score;
435 if (temp_score < lowest_bot_score1)
437 lowest_bot_team1 = it;
438 lowest_bot_score1 = temp_score;
449 num_bots_team2 += bvalue;
450 float temp_score = PlayerScore_Get(it, SP_SCORE);
453 if (temp_score < lowest_human_score2)
455 lowest_human_team2 = it;
456 lowest_human_score2 = temp_score;
460 if (temp_score < lowest_bot_score2)
462 lowest_bot_team2 = it;
463 lowest_bot_score2 = temp_score;
474 num_bots_team3 += bvalue;
475 float temp_score = PlayerScore_Get(it, SP_SCORE);
478 if (temp_score < lowest_human_score3)
480 lowest_human_team3 = it;
481 lowest_human_score3 = temp_score;
485 if (temp_score < lowest_bot_score3)
487 lowest_bot_team3 = it;
488 lowest_bot_score3 = temp_score;
499 num_bots_team4 += bvalue;
500 float temp_score = PlayerScore_Get(it, SP_SCORE);
503 if (temp_score < lowest_human_score4)
505 lowest_human_team4 = it;
506 lowest_human_score4 = temp_score;
510 if (temp_score < lowest_bot_score4)
512 lowest_bot_team4 = it;
513 lowest_bot_score4 = temp_score;
521 // if the player who has a forced team has not joined yet, reserve the spot
522 if(autocvar_g_campaign)
524 switch(autocvar_g_campaign_forceteam)
526 case 1: if(c1 == num_bots_team1) ++c1; break;
527 case 2: if(c2 == num_bots_team2) ++c2; break;
528 case 3: if(c3 == num_bots_team3) ++c3; break;
529 case 4: if(c4 == num_bots_team4) ++c4; break;
534 bool IsTeamSmallerThanTeam(int team_a, int team_b, entity player,
537 if (team_a == team_b)
541 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
542 int num_players_team_a = -1, num_players_team_b = -1;
543 int num_bots_team_a = 0, num_bots_team_b = 0;
544 float score_team_a = 0, score_team_b = 0;
549 num_players_team_a = c1;
550 num_bots_team_a = num_bots_team1;
551 score_team_a = team1_score;
556 num_players_team_a = c2;
557 num_bots_team_a = num_bots_team2;
558 score_team_a = team2_score;
563 num_players_team_a = c3;
564 num_bots_team_a = num_bots_team3;
565 score_team_a = team3_score;
570 num_players_team_a = c4;
571 num_bots_team_a = num_bots_team4;
572 score_team_a = team4_score;
580 num_players_team_b = c1;
581 num_bots_team_b = num_bots_team1;
582 score_team_b = team1_score;
587 num_players_team_b = c2;
588 num_bots_team_b = num_bots_team2;
589 score_team_b = team2_score;
594 num_players_team_b = c3;
595 num_bots_team_b = num_bots_team3;
596 score_team_b = team3_score;
601 num_players_team_b = c4;
602 num_bots_team_b = num_bots_team4;
603 score_team_b = team4_score;
608 if (num_players_team_a < 0 || num_players_team_b < 0)
612 if (IS_REAL_CLIENT(player) && bots_would_leave)
614 num_players_team_a -= num_bots_team_a;
615 num_players_team_b -= num_bots_team_b;
619 return num_players_team_a < num_players_team_b;
621 if (num_players_team_a < num_players_team_b)
625 if (num_players_team_a > num_players_team_b)
629 return score_team_a < score_team_b;
632 bool IsTeamEqualToTeam(int team_a, int team_b, entity player, bool use_score)
634 if (team_a == team_b)
638 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
639 int num_players_team_a = -1, num_players_team_b = -1;
640 int num_bots_team_a = 0, num_bots_team_b = 0;
641 float score_team_a = 0, score_team_b = 0;
646 num_players_team_a = c1;
647 num_bots_team_a = num_bots_team1;
648 score_team_a = team1_score;
653 num_players_team_a = c2;
654 num_bots_team_a = num_bots_team2;
655 score_team_a = team2_score;
660 num_players_team_a = c3;
661 num_bots_team_a = num_bots_team3;
662 score_team_a = team3_score;
667 num_players_team_a = c4;
668 num_bots_team_a = num_bots_team4;
669 score_team_a = team4_score;
677 num_players_team_b = c1;
678 num_bots_team_b = num_bots_team1;
679 score_team_b = team1_score;
684 num_players_team_b = c2;
685 num_bots_team_b = num_bots_team2;
686 score_team_b = team2_score;
691 num_players_team_b = c3;
692 num_bots_team_b = num_bots_team3;
693 score_team_b = team3_score;
698 num_players_team_b = c4;
699 num_bots_team_b = num_bots_team4;
700 score_team_b = team4_score;
705 if (num_players_team_a < 0 || num_players_team_b < 0)
708 if (IS_REAL_CLIENT(player) && bots_would_leave)
710 num_players_team_a -= num_bots_team_a;
711 num_players_team_b -= num_bots_team_b;
715 return num_players_team_a == num_players_team_b;
717 if (num_players_team_a != num_players_team_b)
721 return score_team_a == score_team_b;
724 int FindBestTeams(entity player, bool use_score)
726 if (MUTATOR_CALLHOOK(FindBestTeams, player) == true)
728 return M_ARGV(1, float);
731 int previous_team = 0;
739 if (previous_team == 0)
744 else if (IsTeamSmallerThanTeam(2, previous_team, player, use_score))
749 else if (IsTeamEqualToTeam(2, previous_team, player, use_score))
757 if (previous_team == 0)
762 else if (IsTeamSmallerThanTeam(3, previous_team, player, use_score))
767 else if (IsTeamEqualToTeam(3, previous_team, player, use_score))
775 if (previous_team == 0)
779 else if (IsTeamSmallerThanTeam(4, previous_team, player, use_score))
783 else if (IsTeamEqualToTeam(4, previous_team, player, use_score))
791 // returns # of smallest team (1, 2, 3, 4)
792 // NOTE: Assumes CheckAllowedTeams has already been called!
793 int FindSmallestTeam(entity player, float ignore_player)
795 // count how many players are in each team
798 GetTeamCounts(player);
804 int team_bits = FindBestTeams(player, true);
807 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
809 RandomSelection_Init();
810 if ((team_bits & BIT(0)) != 0)
812 RandomSelection_AddFloat(1, 1, 1);
814 if ((team_bits & BIT(1)) != 0)
816 RandomSelection_AddFloat(2, 1, 1);
818 if ((team_bits & BIT(2)) != 0)
820 RandomSelection_AddFloat(3, 1, 1);
822 if ((team_bits & BIT(3)) != 0)
824 RandomSelection_AddFloat(4, 1, 1);
826 return RandomSelection_chosen_float;
829 int JoinBestTeam(entity this, bool only_return_best, bool force_best_team)
831 // don't join a team if we're not playing a team game
837 // find out what teams are available
838 CheckAllowedTeams(this);
842 // if we don't care what team he ends up on, put him on whatever team he entered as.
843 // if he's not on a valid team, then let other code put him on the smallest team
844 if (!force_best_team)
846 if( c1 >= 0 && this.team == NUM_TEAM_1)
847 selected_team = this.team;
848 else if(c2 >= 0 && this.team == NUM_TEAM_2)
849 selected_team = this.team;
850 else if(c3 >= 0 && this.team == NUM_TEAM_3)
851 selected_team = this.team;
852 else if(c4 >= 0 && this.team == NUM_TEAM_4)
853 selected_team = this.team;
857 if (selected_team > 0)
859 if (!only_return_best)
861 SetPlayerTeamSimple(this, selected_team);
863 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
864 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
865 LogTeamchange(this.playerid, this.team, 99);
867 return selected_team;
869 // otherwise end up on the smallest team (handled below)
872 int best_team = FindSmallestTeam(this, true);
873 if (only_return_best || this.bot_forced_team)
877 best_team = Team_NumberToTeam(best_team);
880 error("JoinBestTeam: invalid team\n");
882 int old_team = Team_TeamToNumber(this.team);
883 TeamchangeFrags(this);
884 SetPlayerTeamSimple(this, best_team);
885 LogTeamchange(this.playerid, this.team, 2); // log auto join
886 if (!IS_BOT_CLIENT(this))
888 AutoBalanceBots(old_team, Team_TeamToNumber(best_team));
890 if (!IS_DEAD(this) && (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) ==
893 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
898 void SV_ChangeTeam(entity this, float _color)
900 float source_color, destination_color, source_team, destination_team;
902 // in normal deathmatch we can just apply the color and we're done
904 SetPlayerColors(this, _color);
908 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
909 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
916 source_color = this.clientcolors & 0x0F;
917 destination_color = _color & 0x0F;
919 source_team = Team_TeamToNumber(source_color + 1);
920 destination_team = Team_TeamToNumber(destination_color + 1);
922 CheckAllowedTeams(this);
924 if (destination_team == 1 && c1 < 0) destination_team = 4;
925 if (destination_team == 4 && c4 < 0) destination_team = 3;
926 if (destination_team == 3 && c3 < 0) destination_team = 2;
927 if (destination_team == 2 && c2 < 0) destination_team = 1;
929 // not changing teams
930 if (source_color == destination_color)
932 SetPlayerTeam(this, destination_team, source_team, true);
936 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && CS(this).wasplayer)) {
937 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
938 return; // changing teams is not allowed
941 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
942 if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
945 if ((BIT(destination_team - 1) & FindBestTeams(this, false)) == 0)
947 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
951 if(IS_PLAYER(this) && source_team != destination_team)
953 // reduce frags during a team change
954 TeamchangeFrags(this);
956 if (!SetPlayerTeam(this, destination_team, source_team, !IS_CLIENT(this)))
960 AutoBalanceBots(source_team, destination_team);
961 if (!IS_PLAYER(this) || (source_team == destination_team))
965 // kill player when changing teams
966 if (IS_DEAD(this) || (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) == true))
970 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
973 void AutoBalanceBots(int source_team, int destination_team)
975 if ((source_team == -1) || (destination_team == -1))
979 if (!autocvar_g_balance_teams ||
980 !autocvar_g_balance_teams_prevent_imbalance)
984 int num_players_source_team = 0;
985 int num_players_destination_team = 0;
986 entity lowest_bot_destination_team = NULL;
991 num_players_source_team = c1;
996 num_players_source_team = c2;
1001 num_players_source_team = c3;
1006 num_players_source_team = c4;
1010 switch (destination_team)
1014 num_players_destination_team = c1;
1015 lowest_bot_destination_team = lowest_bot_team1;
1020 num_players_destination_team = c2;
1021 lowest_bot_destination_team = lowest_bot_team2;
1026 num_players_destination_team = c3;
1027 lowest_bot_destination_team = lowest_bot_team3;
1032 num_players_destination_team = c4;
1033 lowest_bot_destination_team = lowest_bot_team4;
1037 if ((num_players_destination_team <= num_players_source_team) ||
1038 (lowest_bot_destination_team == NULL))
1042 SetPlayerTeamSimple(lowest_bot_destination_team,
1043 Team_NumberToTeam(source_team));
1044 if (IS_DEAD(lowest_bot_destination_team) || (MUTATOR_CALLHOOK(
1045 Player_ChangeTeamKill, lowest_bot_destination_team) == true))
1049 Damage(lowest_bot_destination_team, lowest_bot_destination_team,
1050 lowest_bot_destination_team, 100000, DEATH_TEAMCHANGE.m_id,
1051 lowest_bot_destination_team.origin, '0 0 0');