#include <common/gamemodes/_mod.qh>
#include <common/teams.qh>
#include <server/bot/api.qh>
+#include <server/bot/default/cvars.qh>
+#include <server/campaign.qh>
#include <server/client.qh>
#include <server/command/vote.qh>
#include <server/damage.qh>
entity g_team_entities[NUM_TEAMS]; ///< Holds global team entities.
-STATIC_INIT(g_team_entities)
+void Team_InitTeams()
{
+ if (g_team_entities[0])
+ return;
for (int i = 0; i < NUM_TEAMS; ++i)
{
- g_team_entities[i] = spawn();
+ g_team_entities[i] = new_pure(team_entity);
}
}
bool SetPlayerTeam(entity player, int team_index, int type)
{
int old_team_index = Entity_GetTeamIndex(player);
+
if (!Player_SetTeamIndex(player, team_index))
- {
return false;
- }
+
LogTeamChange(player.playerid, player.team, type);
+
if (team_index != old_team_index)
{
- PlayerScore_Clear(player);
- if (team_index != -1)
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(
- player.team, INFO_JOIN_PLAY_TEAM), player.netname);
- }
- else
- {
- if (!CS(player).just_joined)
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE,
- player.netname);
- }
- }
KillPlayerForTeamChange(player);
+ PlayerScore_Clear(player);
+ CS(player).parm_idlesince = time;
+
if (!IS_BOT_CLIENT(player))
- {
TeamBalance_AutoBalanceBots();
- }
+
+ if (team_index != -1)
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(player.team, INFO_JOIN_PLAY_TEAM), player.netname);
}
- else if (team_index == -1)
+
+ if (team_index == -1)
{
- if (!CS(player).just_joined && player.frags != FRAGS_SPECTATOR)
+ if (autocvar_sv_maxidle_playertospectator > 0 && CS(player).idlekick_lasttimeleft)
+ {
+ // this done here so it happens even when manually speccing during the countdown
+ Kill_Notification(NOTIF_ONE_ONLY, player, MSG_CENTER, CPID_IDLING);
+ CS(player).idlekick_lasttimeleft = 0;
+ }
+ else if (!CS(player).just_joined && player.frags != FRAGS_SPECTATOR)
+ {
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, player.netname);
+ }
}
+
return true;
}
{
SetPlayerColors(player, new_color);
}
- // TODO: Should we really bother with this?
if(!IS_CLIENT(player))
{
- // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING,
- player.netname);
return;
}
if (!teamplay)
{
return;
}
- Player_SetTeamIndexChecked(player, Team_TeamToIndex((new_color & 0x0F) +
- 1));
+ Player_SetTeamIndexChecked(player, Team_TeamToIndex((new_color & 0x0F) + 1));
}