]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/teamplay.qc
Merge branch 'master' into Mario/entcs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
index f5889a8cc1e79a9bb8d59a1f4d6c18a14f4e852f..de7f2f992617320717d079bd86ea8c8c68f91ed6 100644 (file)
@@ -1,18 +1,18 @@
 #include "teamplay.qh"
 
-#include "cl_client.qh"
+#include "client.qh"
 #include "race.qh"
 #include "scores.qh"
 #include "scores_rules.qh"
 
-#include "bot/bot.qh"
+#include "bot/api.qh"
 
 #include "command/vote.qh"
 
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
 
 #include "../common/deathtypes/all.qh"
-#include "../common/gamemodes/all.qh"
+#include "../common/gamemodes/_mod.qh"
 #include "../common/teams.qh"
 
 void TeamchangeFrags(entity e)
@@ -31,7 +31,7 @@ void LogTeamchange(float player_id, float team_number, float type)
        GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
 }
 
-void default_delayedinit()
+void default_delayedinit(entity this)
 {
        if(!scores_initialized)
                ScoreRules_generic();
@@ -44,23 +44,6 @@ void ActivateTeamplay()
        cvar_set("teamplay", "2");  // DP needs this for sending proper getstatus replies.
 }
 
-void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override)
-{
-       // enforce the server's universal frag/time limits
-       // set to -1 to not change value
-       if(!autocvar_g_campaign)
-       {
-               if(fraglimit_override >= 0)
-                       cvar_set("fraglimit", ftos(fraglimit_override));
-               if(timelimit_override >= 0)
-                       cvar_set("timelimit", ftos(timelimit_override));
-               if(leadlimit_override >= 0)
-                       cvar_set("leadlimit", ftos(leadlimit_override));
-               if(qualifying_override >= 0)
-                       cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
-       }
-}
-
 void InitGameplayMode()
 {
        VoteReset();
@@ -89,21 +72,19 @@ void InitGameplayMode()
 
        MapInfo_ClearTemps();
 
-       // set both here, gamemode can override it later
-       SetLimits(autocvar_fraglimit_override, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
        gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
 
        cache_mutatormsg = strzone("");
        cache_lastmutatormsg = strzone("");
 
-       InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
+       InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
 }
 
-string GetClientVersionMessage()
-{SELFPARAM();
+string GetClientVersionMessage(entity this)
+{
        string versionmsg;
-       if (self.version_mismatch) {
-               if(self.version < autocvar_gameversion) {
+       if (this.version_mismatch) {
+               if(this.version < autocvar_gameversion) {
                        versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
                } else {
                        versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
@@ -114,12 +95,12 @@ string GetClientVersionMessage()
        return versionmsg;
 }
 
-string getwelcomemessage(void)
+string getwelcomemessage(entity this)
 {
        string s, modifications, motd;
 
        MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
-       modifications = ret_string;
+       modifications = M_ARGV(0, string);
 
        if(g_weaponarena)
        {
@@ -142,8 +123,7 @@ string getwelcomemessage(void)
                modifications = strcat(modifications, ", Powerups");
        modifications = substring(modifications, 2, strlen(modifications) - 2);
 
-       string versionmessage;
-       versionmessage = GetClientVersionMessage();
+       string versionmessage = GetClientVersionMessage(this);
 
        s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
        s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
@@ -151,9 +131,6 @@ string getwelcomemessage(void)
        if(modifications != "")
                s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
 
-       if (cvar("g_nades"))
-               s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
-
        if(cache_lastmutatormsg != autocvar_g_mutatormsg)
        {
                if(cache_lastmutatormsg)
@@ -170,7 +147,7 @@ string getwelcomemessage(void)
 
        string mutator_msg = "";
        MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
-       mutator_msg = ret_string;
+       mutator_msg = M_ARGV(0, string);
 
        s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
 
@@ -181,6 +158,16 @@ string getwelcomemessage(void)
        return s;
 }
 
+void setcolor(entity this, int clr)
+{
+#if 0
+       this.clientcolors = clr;
+       this.team = (clr & 15) + 1;
+#else
+       builtin_setcolor(this, clr);
+#endif
+}
+
 void SetPlayerColors(entity pl, float _color)
 {
        /*string s;
@@ -228,7 +215,7 @@ void SetPlayerTeam(entity pl, float t, float s, float noprint)
 
 // set c1...c4 to show what teams are allowed
 void CheckAllowedTeams (entity for_whom)
-{SELFPARAM();
+{
        int dm = 0;
 
        c1 = c2 = c3 = c4 = -1;
@@ -237,23 +224,21 @@ void CheckAllowedTeams (entity for_whom)
        string teament_name = string_null;
 
        bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name);
-       teament_name = ret_string;
-       dm = ret_float;
+       dm = M_ARGV(0, float);
+       teament_name = M_ARGV(1, string);
 
        if(!mutator_returnvalue)
        {
-               if(dm >= 4)
-                       c1 = c2 = c3 = c4 = 0;
-               else if(dm >= 3)
-                       c1 = c2 = c3 = 0;
-               else
-                       c1 = c2 = 0;
+               if(dm & BIT(0)) c1 = 0;
+               if(dm & BIT(1)) c2 = 0;
+               if(dm & BIT(2)) c3 = 0;
+               if(dm & BIT(3)) c4 = 0;
        }
 
        // find out what teams are allowed if necessary
        if(teament_name)
        {
-               entity head = find(world, classname, teament_name);
+               entity head = find(NULL, classname, teament_name);
                while(head)
                {
                        switch(head.team)
@@ -269,35 +254,60 @@ void CheckAllowedTeams (entity for_whom)
        }
 
        // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
-       if(c3==-1 && c4==-1)
+       if(AvailableTeams() == 2)
        if(autocvar_bot_vs_human && for_whom)
        {
                if(autocvar_bot_vs_human > 0)
                {
-                       // bots are all blue
+                       // find last team available
+
                        if(IS_BOT_CLIENT(for_whom))
-                               c1 = c3 = c4 = -1;
+                       {
+                               if(c4 >= 0) { c3 = c2 = c1 = -1; }
+                               else if(c3 >= 0) { c4 = c2 = c1 = -1; }
+                               else { c4 = c3 = c1 = -1; }
+                               // no further cases, we know at least 2 teams exist
+                       }
                        else
-                               c2 = -1;
+                       {
+                               if(c1 >= 0) { c2 = c3 = c4 = -1; }
+                               else if(c2 >= 0) { c1 = c3 = c4 = -1; }
+                               else { c1 = c2 = c4 = -1; }
+                               // no further cases, bots have one of the teams
+                       }
                }
                else
                {
-                       // bots are all red
+                       // find first team available
+
                        if(IS_BOT_CLIENT(for_whom))
-                               c2 = c3 = c4 = -1;
+                       {
+                               if(c1 >= 0) { c2 = c3 = c4 = -1; }
+                               else if(c2 >= 0) { c1 = c3 = c4 = -1; }
+                               else { c1 = c2 = c4 = -1; }
+                               // no further cases, we know at least 2 teams exist
+                       }
                        else
-                               c1 = -1;
+                       {
+                               if(c4 >= 0) { c3 = c2 = c1 = -1; }
+                               else if(c3 >= 0) { c4 = c2 = c1 = -1; }
+                               else { c4 = c3 = c1 = -1; }
+                               // no further cases, bots have one of the teams
+                       }
                }
        }
 
+       if(!for_whom)
+               return;
+
        // if player has a forced team, ONLY allow that one
-       if(self.team_forced == NUM_TEAM_1 && c1 >= 0)
+       if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
                c2 = c3 = c4 = -1;
-       else if(self.team_forced == NUM_TEAM_2 && c2 >= 0)
+       else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
                c1 = c3 = c4 = -1;
-       else if(self.team_forced == NUM_TEAM_3 && c3 >= 0)
+       else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
                c1 = c2 = c4 = -1;
-       else if(self.team_forced == NUM_TEAM_4 && c4 >= 0)
+       else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
                c1 = c2 = c3 = -1;
 }
 
@@ -311,26 +321,24 @@ float PlayerValue(entity p)
 // teams that are allowed will now have their player counts stored in c1...c4
 void GetTeamCounts(entity ignore)
 {
-       entity head;
        float value, bvalue;
        // now count how many players are on each team already
 
        // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
        // also remember the lowest-scoring player
 
-       FOR_EACH_CLIENT(head)
-       {
+       FOREACH_CLIENT(true, LAMBDA(
                float t;
-               if(IS_PLAYER(head) || head.caplayer)
-                       t = head.team;
-               else if(head.team_forced > 0)
-                       t = head.team_forced; // reserve the spot
+               if(IS_PLAYER(it) || it.caplayer)
+                       t = it.team;
+               else if(it.team_forced > 0)
+                       t = it.team_forced; // reserve the spot
                else
                        continue;
-               if(head != ignore)// && head.netname != "")
+               if(it != ignore)// && it.netname != "")
                {
-                       value = PlayerValue(head);
-                       if(IS_BOT_CLIENT(head))
+                       value = PlayerValue(it);
+                       if(IS_BOT_CLIENT(it))
                                bvalue = value;
                        else
                                bvalue = 0;
@@ -367,7 +375,7 @@ void GetTeamCounts(entity ignore)
                                }
                        }
                }
-       }
+       ));
 
        // if the player who has a forced team has not joined yet, reserve the spot
        if(autocvar_g_campaign)
@@ -448,8 +456,12 @@ float TeamSmallerEqThanTeam(float ta, float tb, entity e)
 // NOTE: Assumes CheckAllowedTeams has already been called!
 float FindSmallestTeam(entity pl, float ignore_pl)
 {
-       float totalteams, t;
-       totalteams = 0;
+       int totalteams = 0;
+       int t = 1; // initialize with a random team?
+       if(c4 >= 0) t = 4;
+       if(c3 >= 0) t = 3;
+       if(c2 >= 0) t = 2;
+       if(c1 >= 0) t = 1;
 
        // find out what teams are available
        //CheckAllowedTeams();
@@ -471,19 +483,22 @@ float FindSmallestTeam(entity pl, float ignore_pl)
        {
                if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
                        return 1; // special case for campaign and player joining
-               else
-                       error(sprintf("Too few teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
+               else if(totalteams == 1) // single team
+                       LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype()));
+               else // no teams, major no no
+                       error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
        }
 
        // count how many players are in each team
        if(ignore_pl)
                GetTeamCounts(pl);
        else
-               GetTeamCounts(world);
+               GetTeamCounts(NULL);
 
        RandomSelection_Init();
 
-       t = 1;
+       if(TeamSmallerEqThanTeam(1, t, pl))
+               t = 1;
        if(TeamSmallerEqThanTeam(2, t, pl))
                t = 2;
        if(TeamSmallerEqThanTeam(3, t, pl))
@@ -493,19 +508,19 @@ float FindSmallestTeam(entity pl, float ignore_pl)
 
        // now t is the minimum, or A minimum!
        if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
-               RandomSelection_Add(world, 1, string_null, 1, 1);
+               RandomSelection_Add(NULL, 1, string_null, 1, 1);
        if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
-               RandomSelection_Add(world, 2, string_null, 1, 1);
+               RandomSelection_Add(NULL, 2, string_null, 1, 1);
        if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
-               RandomSelection_Add(world, 3, string_null, 1, 1);
+               RandomSelection_Add(NULL, 3, string_null, 1, 1);
        if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
-               RandomSelection_Add(world, 4, string_null, 1, 1);
+               RandomSelection_Add(NULL, 4, string_null, 1, 1);
 
        return RandomSelection_chosen_float;
 }
 
-float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
-{SELFPARAM();
+int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
+{
        float smallest, selectedteam;
 
        // don't join a team if we're not playing a team game
@@ -513,20 +528,20 @@ float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
                return 0;
 
        // find out what teams are available
-       CheckAllowedTeams(pl);
+       CheckAllowedTeams(this);
 
        // if we don't care what team he ends up on, put him on whatever team he entered as.
        // if he's not on a valid team, then let other code put him on the smallest team
        if(!forcebestteam)
        {
-               if(     c1 >= 0 && pl.team == NUM_TEAM_1)
-                       selectedteam = pl.team;
-               else if(c2 >= 0 && pl.team == NUM_TEAM_2)
-                       selectedteam = pl.team;
-               else if(c3 >= 0 && pl.team == NUM_TEAM_3)
-                       selectedteam = pl.team;
-               else if(c4 >= 0 && pl.team == NUM_TEAM_4)
-                       selectedteam = pl.team;
+               if(     c1 >= 0 && this.team == NUM_TEAM_1)
+                       selectedteam = this.team;
+               else if(c2 >= 0 && this.team == NUM_TEAM_2)
+                       selectedteam = this.team;
+               else if(c3 >= 0 && this.team == NUM_TEAM_3)
+                       selectedteam = this.team;
+               else if(c4 >= 0 && this.team == NUM_TEAM_4)
+                       selectedteam = this.team;
                else
                        selectedteam = -1;
 
@@ -534,64 +549,72 @@ float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
                {
                        if(!only_return_best)
                        {
-                               SetPlayerColors(pl, selectedteam - 1);
+                               SetPlayerColors(this, selectedteam - 1);
 
                                // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
-                               // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
-                               LogTeamchange(pl.playerid, pl.team, 99);
+                               // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
+                               LogTeamchange(this.playerid, this.team, 99);
                        }
                        return selectedteam;
                }
                // otherwise end up on the smallest team (handled below)
        }
 
-       smallest = FindSmallestTeam(pl, true);
+       smallest = FindSmallestTeam(this, true);
 
-       if(!only_return_best && !pl.bot_forced_team)
+       if(!only_return_best && !this.bot_forced_team)
        {
-               TeamchangeFrags(self);
+               TeamchangeFrags(this);
                if(smallest == 1)
                {
-                       SetPlayerColors(pl, NUM_TEAM_1 - 1);
+                       SetPlayerColors(this, NUM_TEAM_1 - 1);
                }
                else if(smallest == 2)
                {
-                       SetPlayerColors(pl, NUM_TEAM_2 - 1);
+                       SetPlayerColors(this, NUM_TEAM_2 - 1);
                }
                else if(smallest == 3)
                {
-                       SetPlayerColors(pl, NUM_TEAM_3 - 1);
+                       SetPlayerColors(this, NUM_TEAM_3 - 1);
                }
                else if(smallest == 4)
                {
-                       SetPlayerColors(pl, NUM_TEAM_4 - 1);
+                       SetPlayerColors(this, NUM_TEAM_4 - 1);
                }
                else
                {
                        error("smallest team: invalid team\n");
                }
 
-               LogTeamchange(pl.playerid, pl.team, 2); // log auto join
+               LogTeamchange(this.playerid, this.team, 2); // log auto join
 
-               if(pl.deadflag == DEAD_NO)
-                       Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE.m_id, pl.origin, '0 0 0');
+               if(!IS_DEAD(this))
+                       Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
        }
 
        return smallest;
 }
 
 //void() ctf_playerchanged;
-void SV_ChangeTeam(float _color)
-{SELFPARAM();
+void SV_ChangeTeam(entity this, float _color)
+{
        float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
 
        // in normal deathmatch we can just apply the color and we're done
-       if(!teamplay) {
-               SetPlayerColors(self, _color);
+       if(!teamplay)
+               SetPlayerColors(this, _color);
+
+       if(!IS_CLIENT(this))
+       {
+               // 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, this.netname);
                return;
        }
 
-       scolor = self.clientcolors & 0x0F;
+       if(!teamplay)
+               return;
+
+       scolor = this.clientcolors & 0x0F;
        dcolor = _color & 0x0F;
 
        if(scolor == NUM_TEAM_1 - 1)
@@ -611,7 +634,7 @@ void SV_ChangeTeam(float _color)
        else // if(dcolor == NUM_TEAM_4 - 1)
                dteam = 4;
 
-       CheckAllowedTeams(self);
+       CheckAllowedTeams(this);
 
        if(dteam == 1 && c1 < 0) dteam = 4;
        if(dteam == 4 && c4 < 0) dteam = 3;
@@ -622,45 +645,43 @@ void SV_ChangeTeam(float _color)
        if(scolor == dcolor)
        {
                //bprint("same team change\n");
-               SetPlayerTeam(self, dteam, steam, true);
+               SetPlayerTeam(this, dteam, steam, true);
                return;
        }
 
-       if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
-               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
+       if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
+               Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
                return; // changing teams is not allowed
        }
 
        // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
        if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
        {
-               GetTeamCounts(self);
-               if(!TeamSmallerEqThanTeam(dteam, steam, self))
+               GetTeamCounts(this);
+               if(!TeamSmallerEqThanTeam(dteam, steam, this))
                {
-                       Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
+                       Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
                        return;
                }
        }
 
 //     bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
 
-       if(IS_PLAYER(self) && steam != dteam)
+       if(IS_PLAYER(this) && steam != dteam)
        {
                // reduce frags during a team change
-               TeamchangeFrags(self);
+               TeamchangeFrags(this);
        }
 
-       // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
-       if(!IS_CLIENT(self))
-               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
+       MUTATOR_CALLHOOK(Player_ChangeTeam, this, steam, dteam);
 
-       SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
+       SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this));
 
-       if(IS_PLAYER(self) && steam != dteam)
+       if(IS_PLAYER(this) && steam != dteam)
        {
                // kill player when changing teams
-               if(self.deadflag == DEAD_NO)
-                       Damage(self, self, self, 100000, DEATH_TEAMCHANGE.m_id, self.origin, '0 0 0');
+               if(!IS_DEAD(this))
+                       Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
        }
 }
 
@@ -668,7 +689,7 @@ void ShufflePlayerOutOfTeam (float source_team)
 {
        float smallestteam, smallestteam_count, steam;
        float lowest_bot_score, lowest_player_score;
-       entity head, lowest_bot, lowest_player, selected;
+       entity lowest_bot, lowest_player, selected;
 
        smallestteam = 0;
        smallestteam_count = 999999999;
@@ -709,37 +730,33 @@ void ShufflePlayerOutOfTeam (float source_team)
        else // if(source_team == 4)
                steam = NUM_TEAM_4;
 
-       lowest_bot = world;
+       lowest_bot = NULL;
        lowest_bot_score = 999999999;
-       lowest_player = world;
+       lowest_player = NULL;
        lowest_player_score = 999999999;
 
        // find the lowest-scoring player & bot of that team
-       FOR_EACH_PLAYER(head)
-       {
-               if(head.team == steam)
+       FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
+               if(it.isbot)
                {
-                       if(head.isbot)
+                       if(it.totalfrags < lowest_bot_score)
                        {
-                               if(head.totalfrags < lowest_bot_score)
-                               {
-                                       lowest_bot = head;
-                                       lowest_bot_score = head.totalfrags;
-                               }
+                               lowest_bot = it;
+                               lowest_bot_score = it.totalfrags;
                        }
-                       else
+               }
+               else
+               {
+                       if(it.totalfrags < lowest_player_score)
                        {
-                               if(head.totalfrags < lowest_player_score)
-                               {
-                                       lowest_player = head;
-                                       lowest_player_score = head.totalfrags;
-                               }
+                               lowest_player = it;
+                               lowest_player_score = it.totalfrags;
                        }
                }
-       }
+       ));
 
        // prefers to move a bot...
-       if(lowest_bot != world)
+       if(lowest_bot != NULL)
                selected = lowest_bot;
        // but it will move a player if it has to
        else
@@ -800,7 +817,7 @@ void ShufflePlayerOutOfTeam (float source_team)
        TeamchangeFrags(selected);
        SetPlayerTeam(selected, smallestteam, source_team, false);
 
-       if(selected.deadflag == DEAD_NO)
+       if(!IS_DEAD(selected))
                Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
        Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);
 }