#include <server/ipban.qh>
#include <server/mutators/_mod.qh>
#include <server/player.qh>
+#include <server/scores_rules.qh>
#include <server/teamplay.qh>
#include <server/world.qh>
if (argv(1) != "")
{
string s = argv(1);
- Gametype t = MapInfo_Type_FromString(s, false), tsave = MapInfo_CurrentGametype();
+ Gametype t = MapInfo_Type_FromString(s, false, false), tsave = MapInfo_CurrentGametype();
if (t)
{
// Check to see if the player is a valid target
client = GetFilteredEntity(t);
accepted = VerifyClientEntity(client, false, false);
+ string client_num_str = ftos(etof(client));
if (accepted <= 0)
{
}
else
{
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") is already spectating.");
+ LOG_INFO("Player #", client_num_str, " (", pl_name, ") is already spectating.");
}
}
else
if (IS_SPEC(client) || IS_OBSERVER(client))
{
// well technically we could, but should we allow that? :P
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") is not in the game.");
+ LOG_INFO("Player #", client_num_str, " (", pl_name, ") is not in the game.");
continue;
}
if (team_num == client.team) // already on the destination team
{
// keep the forcing undone
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") is already on the ", Team_ColoredFullName(team_num), ".");
+ LOG_INFO("Player #", client_num_str, " (", pl_name, ") is already on the ", Team_ColoredFullName(team_num), "^7.");
continue;
}
else if (team_num == 0) // auto team
int team_id = Team_TeamToIndex(team_num);
if (team_id == -1)
{
- LOG_INFO("Sorry, can't move player here if team ", destination, " doesn't exist.");
+ LOG_INFO("Can't move player to ", destination, " team because it doesn't exist.");
TeamBalance_Destroy(balance);
return;
}
- if (!TeamBalance_IsTeamAllowed(balance, team_id))
+ if (!IsTeamAvailable(team_num))
{
- LOG_INFOF("Sorry, can't move player to %s team if it doesn't exist.", destination);
+ LOG_INFO("Can't move player to ", destination, " team because it isn't available.");
TeamBalance_Destroy(balance);
return;
}
+ if (!TeamBalance_IsTeamAllowed(balance, team_id))
+ {
+ LOG_INFO("Player #", client_num_str, " (", pl_name, ") is not allowed to join the ", Team_ColoredFullName(team_num), "^7.");
+ TeamBalance_Destroy(balance);
+ continue;
+ }
TeamBalance_Destroy(balance);
// If so, lets continue and finally move the player
if (MoveToTeam(client, team_id, 6))
{
successful = strcat(successful, (successful ? ", " : ""), pl_name);
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") has been moved to the ", Team_ColoredFullName(team_num), "^7.");
+ LOG_INFO("Player #", client_num_str, " (", pl_name, ") has been moved to the ", Team_ColoredFullName(team_num), "^7.");
}
else
{
- LOG_INFO("Unable to move player ", ftos(GetFilteredNumber(t)), " (", pl_name, ")");
+ LOG_INFO("Unable to move player #", client_num_str, " (", pl_name, ")");
}
}
} // loop end
{
blockSpectators = 1;
// give every spectator <g_maxplayers_spectator_blocktime> seconds time to become a player
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_SPEC(it) || IS_OBSERVER(it)) && !it.caplayer, {
- if(!it.caplayer)
- {
- CS(it).spectatortime = time;
- Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_SPEC(it) || IS_OBSERVER(it)) && !INGAME(it), {
+ CS(it).spectatortime = time;
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
});
bprint(strcat("^7All spectators will be automatically kicked when not joining the game after ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds!\n"));
return;
return;
}
- FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, {
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME(it), {
if (Player_HasRealForcedTeam(it)) {
// we could theoretically assign forced players to their teams
// and shuffle the rest to fill the empty spots but in practise
TeamBalance_Destroy(balance);
int team_index = 0;
- FOREACH_CLIENT_RANDOM(IS_PLAYER(it) || it.caplayer, {
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it) || INGAME(it), {
int target_team_index = team_index + 1;
if (Entity_GetTeamIndex(it) != target_team_index)
{