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Sep 25th, 2017
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C++ 1.10 KB | None | 0 0
  1. void CPlayer::SetTeam(int Team)
  2. {
  3.     // clamp the team
  4.     Team = GameServer()->m_pController->ClampTeam(Team);
  5.     if(m_Team == Team)
  6.         return;
  7.  
  8.     char aBuf[512];
  9.     str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team));
  10.     GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
  11.  
  12.     KillCharacter();
  13.  
  14.     m_Team = Team;
  15.     m_LastActionTick = Server()->Tick();
  16.     // we got to wait 0.5 secs before respawning
  17.     m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
  18.     str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
  19.     GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
  20.  
  21.     GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
  22.  
  23.     if(Team == TEAM_SPECTATORS)
  24.     {
  25.         // update spectator modes
  26.         for(int i = 0; i < MAX_CLIENTS; ++i)
  27.         {
  28.             if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
  29.                 GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
  30.         }
  31.     }
  32. }
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