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- void CPlayer::SetTeam(int Team)
- {
- // clamp the team
- Team = GameServer()->m_pController->ClampTeam(Team);
- if(m_Team == Team)
- return;
- char aBuf[512];
- str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team));
- GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
- KillCharacter();
- m_Team = Team;
- m_LastActionTick = Server()->Tick();
- // we got to wait 0.5 secs before respawning
- m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
- str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
- GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
- GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
- if(Team == TEAM_SPECTATORS)
- {
- // update spectator modes
- for(int i = 0; i < MAX_CLIENTS; ++i)
- {
- if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
- GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
- }
- }
- }
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