ddnet/src/game/server/save.cpp

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#include "save.h"
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#include <cstdio>
#include <new>
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#include "entities/character.h"
#include "gamemodes/DDRace.h"
#include "player.h"
#include "teams.h"
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#include <engine/shared/config.h>
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CSaveTee::CSaveTee() = default;
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void CSaveTee::Save(CCharacter *pChr)
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{
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m_ClientID = pChr->m_pPlayer->GetCID();
str_copy(m_aName, pChr->Server()->ClientName(m_ClientID), sizeof(m_aName));
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m_Alive = pChr->m_Alive;
m_Paused = abs(pChr->m_pPlayer->IsPaused());
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m_NeededFaketuning = pChr->m_NeededFaketuning;
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m_TeeStarted = pChr->Teams()->TeeStarted(m_ClientID);
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m_TeeFinished = pChr->Teams()->TeeFinished(m_ClientID);
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m_IsSolo = pChr->m_Solo;
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for(int i = 0; i < NUM_WEAPONS; i++)
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{
m_aWeapons[i].m_AmmoRegenStart = pChr->m_Core.m_aWeapons[i].m_AmmoRegenStart;
m_aWeapons[i].m_Ammo = pChr->m_Core.m_aWeapons[i].m_Ammo;
m_aWeapons[i].m_Ammocost = pChr->m_Core.m_aWeapons[i].m_Ammocost;
m_aWeapons[i].m_Got = pChr->m_Core.m_aWeapons[i].m_Got;
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}
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m_LastWeapon = pChr->m_LastWeapon;
m_QueuedWeapon = pChr->m_QueuedWeapon;
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m_SuperJump = pChr->m_SuperJump;
m_Jetpack = pChr->m_Jetpack;
m_NinjaJetpack = pChr->m_NinjaJetpack;
m_FreezeTime = pChr->m_FreezeTime;
m_FreezeTick = pChr->Server()->Tick() - pChr->m_FreezeTick;
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m_DeepFreeze = pChr->m_DeepFreeze;
m_LiveFreeze = pChr->m_LiveFreeze;
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m_EndlessHook = pChr->m_EndlessHook;
m_DDRaceState = pChr->m_DDRaceState;
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m_Hit = pChr->m_Hit;
m_TuneZone = pChr->m_TuneZone;
m_TuneZoneOld = pChr->m_TuneZoneOld;
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if(pChr->m_StartTime)
m_Time = pChr->Server()->Tick() - pChr->m_StartTime + g_Config.m_SvSaveSwapGamesPenalty * pChr->Server()->TickSpeed();
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else
m_Time = 0;
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m_Pos = pChr->m_Pos;
m_PrevPos = pChr->m_PrevPos;
m_TeleCheckpoint = pChr->m_TeleCheckpoint;
m_LastPenalty = pChr->m_LastPenalty;
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if(pChr->m_CpTick)
m_CpTime = pChr->Server()->Tick() - pChr->m_CpTick;
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m_CpActive = pChr->m_CpActive;
m_CpLastBroadcast = pChr->m_CpLastBroadcast;
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for(int i = 0; i < 25; i++)
m_aCpCurrent[i] = pChr->m_CpCurrent[i];
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m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish;
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m_HasTelegunGun = pChr->m_Core.m_HasTelegunGun;
m_HasTelegunGrenade = pChr->m_Core.m_HasTelegunGrenade;
m_HasTelegunLaser = pChr->m_Core.m_HasTelegunLaser;
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// Core
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m_CorePos = pChr->m_Core.m_Pos;
m_Vel = pChr->m_Core.m_Vel;
m_Hook = pChr->m_Core.m_Hook;
m_Collision = pChr->m_Core.m_Collision;
m_ActiveWeapon = pChr->m_Core.m_ActiveWeapon;
m_Jumped = pChr->m_Core.m_Jumped;
m_JumpedTotal = pChr->m_Core.m_JumpedTotal;
m_Jumps = pChr->m_Core.m_Jumps;
m_HookPos = pChr->m_Core.m_HookPos;
m_HookDir = pChr->m_Core.m_HookDir;
m_HookTeleBase = pChr->m_Core.m_HookTeleBase;
m_HookTick = pChr->m_Core.m_HookTick;
m_HookState = pChr->m_Core.m_HookState;
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m_HookedPlayer = pChr->m_Core.m_HookedPlayer;
m_NewHook = pChr->m_Core.m_NewHook != 0;
m_InputDirection = pChr->m_SavedInput.m_Direction;
m_InputJump = pChr->m_SavedInput.m_Jump;
m_InputFire = pChr->m_SavedInput.m_Fire;
m_InputHook = pChr->m_SavedInput.m_Hook;
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m_ReloadTimer = pChr->m_ReloadTimer;
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FormatUuid(pChr->GameServer()->GameUuid(), m_aGameUuid, sizeof(m_aGameUuid));
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}
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void CSaveTee::Load(CCharacter *pChr, int Team, bool IsSwap)
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{
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pChr->m_pPlayer->Pause(m_Paused, true);
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pChr->m_Alive = m_Alive;
pChr->m_NeededFaketuning = m_NeededFaketuning;
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if(!IsSwap)
{
pChr->Teams()->SetForceCharacterTeam(pChr->m_pPlayer->GetCID(), Team);
pChr->Teams()->SetStarted(pChr->m_pPlayer->GetCID(), m_TeeStarted);
pChr->Teams()->SetFinished(pChr->m_pPlayer->GetCID(), m_TeeFinished);
}
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for(int i = 0; i < NUM_WEAPONS; i++)
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{
pChr->m_Core.m_aWeapons[i].m_AmmoRegenStart = m_aWeapons[i].m_AmmoRegenStart;
// m_Ammo not used anymore for tracking freeze following https://github.com/ddnet/ddnet/pull/2086
pChr->m_Core.m_aWeapons[i].m_Ammo = -1;
pChr->m_Core.m_aWeapons[i].m_Ammocost = m_aWeapons[i].m_Ammocost;
pChr->m_Core.m_aWeapons[i].m_Got = m_aWeapons[i].m_Got;
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}
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pChr->m_LastWeapon = m_LastWeapon;
pChr->m_QueuedWeapon = m_QueuedWeapon;
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pChr->m_SuperJump = m_SuperJump;
pChr->m_Jetpack = m_Jetpack;
pChr->m_NinjaJetpack = m_NinjaJetpack;
pChr->m_FreezeTime = m_FreezeTime;
pChr->m_FreezeTick = pChr->Server()->Tick() - m_FreezeTick;
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pChr->m_DeepFreeze = m_DeepFreeze;
pChr->m_LiveFreeze = m_LiveFreeze;
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pChr->m_EndlessHook = m_EndlessHook;
pChr->m_DDRaceState = m_DDRaceState;
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pChr->m_Hit = m_Hit;
pChr->m_TuneZone = m_TuneZone;
pChr->m_TuneZoneOld = m_TuneZoneOld;
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if(m_Time)
pChr->m_StartTime = pChr->Server()->Tick() - m_Time;
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pChr->m_Pos = m_Pos;
pChr->m_PrevPos = m_PrevPos;
pChr->m_TeleCheckpoint = m_TeleCheckpoint;
pChr->m_LastPenalty = m_LastPenalty;
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if(m_CpTime)
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pChr->m_CpTick = pChr->Server()->Tick() - m_CpTime;
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pChr->m_CpActive = m_CpActive;
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pChr->m_CpLastBroadcast = m_CpLastBroadcast;
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for(int i = 0; i < 25; i++)
pChr->m_CpCurrent[i] = m_aCpCurrent[i];
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pChr->m_pPlayer->m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish || m_NotEligibleForFinish;
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pChr->m_Core.m_HasTelegunGun = m_HasTelegunGun;
pChr->m_Core.m_HasTelegunLaser = m_HasTelegunLaser;
pChr->m_Core.m_HasTelegunGrenade = m_HasTelegunGrenade;
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// Core
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pChr->m_Core.m_Pos = m_CorePos;
pChr->m_Core.m_Vel = m_Vel;
pChr->m_Core.m_Hook = m_Hook;
pChr->m_Core.m_Collision = m_Collision;
pChr->m_Core.m_ActiveWeapon = m_ActiveWeapon;
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pChr->m_Core.m_Jumped = m_Jumped;
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pChr->m_Core.m_JumpedTotal = m_JumpedTotal;
pChr->m_Core.m_Jumps = m_Jumps;
pChr->m_Core.m_HookPos = m_HookPos;
pChr->m_Core.m_HookDir = m_HookDir;
pChr->m_Core.m_HookTeleBase = m_HookTeleBase;
pChr->m_Core.m_HookTick = m_HookTick;
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pChr->m_Core.m_HookState = m_HookState;
if(m_HookedPlayer != -1 && pChr->Teams()->m_Core.Team(m_HookedPlayer) != Team)
{
pChr->m_Core.m_HookedPlayer = -1;
pChr->m_Core.m_HookState = HOOK_FLYING;
}
else
{
pChr->m_Core.m_HookedPlayer = m_HookedPlayer;
}
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pChr->m_Core.m_NewHook = m_NewHook;
pChr->m_SavedInput.m_Direction = m_InputDirection;
pChr->m_SavedInput.m_Jump = m_InputJump;
pChr->m_SavedInput.m_Fire = m_InputFire;
pChr->m_SavedInput.m_Hook = m_InputHook;
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pChr->m_ReloadTimer = m_ReloadTimer;
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pChr->SetSolo(m_IsSolo);
if(!IsSwap)
{
// Always create a rescue tee at the exact location we loaded from so that
// the old one gets overwritten.
pChr->SetRescue();
}
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}
char *CSaveTee::GetString(const CSaveTeam *pTeam)
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{
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int HookedPlayer = -1;
if(m_HookedPlayer != -1)
{
for(int n = 0; n < pTeam->GetMembersCount(); n++)
{
if(m_HookedPlayer == pTeam->m_pSavedTees[n].GetClientID())
{
HookedPlayer = n;
break;
}
}
}
str_format(m_aString, sizeof(m_aString),
"%s\t%d\t%d\t%d\t%d\t%d\t"
// weapons
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t"
// tee stats
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_SuperJump
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_DDRaceState
"%d\t%d\t%d\t%d\t" // m_Pos.x
"%d\t%d\t" // m_TeleCheckpoint
"%d\t%d\t%f\t%f\t" // m_CorePos.x
"%d\t%d\t%d\t%d\t" // m_ActiveWeapon
"%d\t%d\t%f\t%f\t" // m_HookPos.x
"%d\t%d\t%d\t%d\t" // m_HookTeleBase.x
// time checkpoints
"%d\t%d\t%d\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%d\t" // m_NotEligibleForFinish
"%d\t%d\t%d\t" // tele weapons
"%s\t" // m_aGameUuid
"%d\t%d\t" // m_HookedPlayer, m_NewHook
"%d\t%d\t%d\t%d\t" // input stuff
"%d\t" // m_ReloadTimer
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"%d\t" // m_TeeStarted
"%d", //m_LiveFreeze
m_aName, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo,
// weapons
m_aWeapons[0].m_AmmoRegenStart, m_aWeapons[0].m_Ammo, m_aWeapons[0].m_Ammocost, m_aWeapons[0].m_Got,
m_aWeapons[1].m_AmmoRegenStart, m_aWeapons[1].m_Ammo, m_aWeapons[1].m_Ammocost, m_aWeapons[1].m_Got,
m_aWeapons[2].m_AmmoRegenStart, m_aWeapons[2].m_Ammo, m_aWeapons[2].m_Ammocost, m_aWeapons[2].m_Got,
m_aWeapons[3].m_AmmoRegenStart, m_aWeapons[3].m_Ammo, m_aWeapons[3].m_Ammocost, m_aWeapons[3].m_Got,
m_aWeapons[4].m_AmmoRegenStart, m_aWeapons[4].m_Ammo, m_aWeapons[4].m_Ammocost, m_aWeapons[4].m_Got,
m_aWeapons[5].m_AmmoRegenStart, m_aWeapons[5].m_Ammo, m_aWeapons[5].m_Ammocost, m_aWeapons[5].m_Got,
m_LastWeapon, m_QueuedWeapon,
// tee states
m_SuperJump, m_Jetpack, m_NinjaJetpack, m_FreezeTime, m_FreezeTick, m_DeepFreeze, m_EndlessHook,
m_DDRaceState, m_Hit, m_Collision, m_TuneZone, m_TuneZoneOld, m_Hook, m_Time,
(int)m_Pos.x, (int)m_Pos.y, (int)m_PrevPos.x, (int)m_PrevPos.y,
m_TeleCheckpoint, m_LastPenalty,
(int)m_CorePos.x, (int)m_CorePos.y, m_Vel.x, m_Vel.y,
m_ActiveWeapon, m_Jumped, m_JumpedTotal, m_Jumps,
(int)m_HookPos.x, (int)m_HookPos.y, m_HookDir.x, m_HookDir.y,
(int)m_HookTeleBase.x, (int)m_HookTeleBase.y, m_HookTick, m_HookState,
// time checkpoints
m_CpTime, m_CpActive, m_CpLastBroadcast,
m_aCpCurrent[0], m_aCpCurrent[1], m_aCpCurrent[2], m_aCpCurrent[3], m_aCpCurrent[4],
m_aCpCurrent[5], m_aCpCurrent[6], m_aCpCurrent[7], m_aCpCurrent[8], m_aCpCurrent[9],
m_aCpCurrent[10], m_aCpCurrent[11], m_aCpCurrent[12], m_aCpCurrent[13], m_aCpCurrent[14],
m_aCpCurrent[15], m_aCpCurrent[16], m_aCpCurrent[17], m_aCpCurrent[18], m_aCpCurrent[19],
m_aCpCurrent[20], m_aCpCurrent[21], m_aCpCurrent[22], m_aCpCurrent[23], m_aCpCurrent[24],
m_NotEligibleForFinish,
m_HasTelegunGun, m_HasTelegunLaser, m_HasTelegunGrenade,
m_aGameUuid,
HookedPlayer, m_NewHook,
m_InputDirection, m_InputJump, m_InputFire, m_InputHook,
m_ReloadTimer,
m_TeeStarted,
m_LiveFreeze);
return m_aString;
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}
int CSaveTee::FromString(const char *String)
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{
int Num;
Num = sscanf(String,
"%[^\t]\t%d\t%d\t%d\t%d\t%d\t"
// weapons
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t%d\t%d\t"
"%d\t%d\t"
// tee states
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_SuperJump
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_DDRaceState
"%f\t%f\t%f\t%f\t" // m_Pos.x
"%d\t%d\t" // m_TeleCheckpoint
"%f\t%f\t%f\t%f\t" // m_CorePos.x
"%d\t%d\t%d\t%d\t" // m_ActiveWeapon
"%f\t%f\t%f\t%f\t" // m_HookPos.x
"%f\t%f\t%d\t%d\t" // m_HookTeleBase.x
// time checkpoints
"%d\t%d\t%d\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%f\t%f\t%f\t%f\t%f\t"
"%d\t" // m_NotEligibleForFinish
"%d\t%d\t%d\t" // tele weapons
"%36s\t" // m_aGameUuid
"%d\t%d\t" // m_HookedPlayer, m_NewHook
"%d\t%d\t%d\t%d\t" // input stuff
"%d\t" // m_ReloadTimer
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"%d\t" // m_TeeStarted
"%d", // m_LiveFreeze
m_aName, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo,
// weapons
&m_aWeapons[0].m_AmmoRegenStart, &m_aWeapons[0].m_Ammo, &m_aWeapons[0].m_Ammocost, &m_aWeapons[0].m_Got,
&m_aWeapons[1].m_AmmoRegenStart, &m_aWeapons[1].m_Ammo, &m_aWeapons[1].m_Ammocost, &m_aWeapons[1].m_Got,
&m_aWeapons[2].m_AmmoRegenStart, &m_aWeapons[2].m_Ammo, &m_aWeapons[2].m_Ammocost, &m_aWeapons[2].m_Got,
&m_aWeapons[3].m_AmmoRegenStart, &m_aWeapons[3].m_Ammo, &m_aWeapons[3].m_Ammocost, &m_aWeapons[3].m_Got,
&m_aWeapons[4].m_AmmoRegenStart, &m_aWeapons[4].m_Ammo, &m_aWeapons[4].m_Ammocost, &m_aWeapons[4].m_Got,
&m_aWeapons[5].m_AmmoRegenStart, &m_aWeapons[5].m_Ammo, &m_aWeapons[5].m_Ammocost, &m_aWeapons[5].m_Got,
&m_LastWeapon, &m_QueuedWeapon,
// tee states
&m_SuperJump, &m_Jetpack, &m_NinjaJetpack, &m_FreezeTime, &m_FreezeTick, &m_DeepFreeze, &m_EndlessHook,
&m_DDRaceState, &m_Hit, &m_Collision, &m_TuneZone, &m_TuneZoneOld, &m_Hook, &m_Time,
&m_Pos.x, &m_Pos.y, &m_PrevPos.x, &m_PrevPos.y,
&m_TeleCheckpoint, &m_LastPenalty,
&m_CorePos.x, &m_CorePos.y, &m_Vel.x, &m_Vel.y,
&m_ActiveWeapon, &m_Jumped, &m_JumpedTotal, &m_Jumps,
&m_HookPos.x, &m_HookPos.y, &m_HookDir.x, &m_HookDir.y,
&m_HookTeleBase.x, &m_HookTeleBase.y, &m_HookTick, &m_HookState,
// time checkpoints
&m_CpTime, &m_CpActive, &m_CpLastBroadcast,
&m_aCpCurrent[0], &m_aCpCurrent[1], &m_aCpCurrent[2], &m_aCpCurrent[3], &m_aCpCurrent[4],
&m_aCpCurrent[5], &m_aCpCurrent[6], &m_aCpCurrent[7], &m_aCpCurrent[8], &m_aCpCurrent[9],
&m_aCpCurrent[10], &m_aCpCurrent[11], &m_aCpCurrent[12], &m_aCpCurrent[13], &m_aCpCurrent[14],
&m_aCpCurrent[15], &m_aCpCurrent[16], &m_aCpCurrent[17], &m_aCpCurrent[18], &m_aCpCurrent[19],
&m_aCpCurrent[20], &m_aCpCurrent[21], &m_aCpCurrent[22], &m_aCpCurrent[23], &m_aCpCurrent[24],
&m_NotEligibleForFinish,
&m_HasTelegunGun, &m_HasTelegunLaser, &m_HasTelegunGrenade,
m_aGameUuid,
&m_HookedPlayer, &m_NewHook,
&m_InputDirection, &m_InputJump, &m_InputFire, &m_InputHook,
&m_ReloadTimer,
&m_TeeStarted,
&m_LiveFreeze);
switch(Num) // Don't forget to update this when you save / load more / less.
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{
case 96:
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m_NotEligibleForFinish = false;
// fall through
case 97:
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m_HasTelegunGrenade = 0;
m_HasTelegunLaser = 0;
m_HasTelegunGun = 0;
FormatUuid(CalculateUuid("game-uuid-nonexistent@ddnet.tw"), m_aGameUuid, sizeof(m_aGameUuid));
// fall through
case 101:
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m_HookedPlayer = -1;
m_NewHook = false;
if(m_HookState == HOOK_GRABBED)
m_HookState = HOOK_FLYING;
m_InputDirection = 0;
m_InputJump = 0;
m_InputFire = 0;
m_InputHook = 0;
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m_ReloadTimer = 0;
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// fall through
case 108:
m_TeeStarted = true;
// fall through
case 109:
m_LiveFreeze = 0;
// fall through
case 110:
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return 0;
default:
dbg_msg("load", "failed to load tee-string");
dbg_msg("load", "loaded %d vars", Num);
return Num + 1; // never 0 here
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}
}
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void CSaveTee::LoadHookedPlayer(const CSaveTeam *pTeam)
{
if(m_HookedPlayer == -1)
return;
m_HookedPlayer = pTeam->m_pSavedTees[m_HookedPlayer].GetClientID();
}
bool CSaveTee::IsHooking() const
{
return m_HookState == HOOK_GRABBED || m_HookState == HOOK_FLYING;
}
CSaveTeam::CSaveTeam(IGameController *Controller)
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{
m_pController = Controller;
m_pSwitchers = 0;
m_pSavedTees = 0;
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}
CSaveTeam::~CSaveTeam()
{
delete[] m_pSwitchers;
delete[] m_pSavedTees;
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}
int CSaveTeam::Save(int Team)
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{
if(g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || (Team > 0 && Team < MAX_CLIENTS))
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{
CGameTeams *Teams = &(((CGameControllerDDRace *)m_pController)->m_Teams);
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m_MembersCount = Teams->Count(Team);
if(m_MembersCount <= 0)
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{
return 2;
}
m_TeamState = Teams->GetTeamState(Team);
if(m_TeamState != CGameTeams::TEAMSTATE_STARTED)
{
return 4;
}
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m_NumSwitchers = m_pController->GameServer()->Collision()->m_NumSwitchers;
m_TeamLocked = Teams->TeamLocked(Team);
m_Practice = Teams->IsPractice(Team);
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m_pSavedTees = new CSaveTee[m_MembersCount];
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int j = 0;
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CCharacter *p = (CCharacter *)m_pController->GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER);
for(; p; p = (CCharacter *)p->TypeNext())
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{
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if(Teams->m_Core.Team(p->GetPlayer()->GetCID()) != Team)
continue;
if(m_MembersCount == j)
return 3;
m_pSavedTees[j].Save(p);
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j++;
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}
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if(m_MembersCount != j)
return 3;
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if(m_pController->GameServer()->Collision()->m_NumSwitchers)
{
m_pSwitchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers + 1];
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for(int i = 1; i < m_pController->GameServer()->Collision()->m_NumSwitchers + 1; i++)
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{
m_pSwitchers[i].m_Status = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team];
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if(m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team])
m_pSwitchers[i].m_EndTime = m_pController->Server()->Tick() - m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team];
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else
m_pSwitchers[i].m_EndTime = 0;
m_pSwitchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team];
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}
}
return 0;
}
else
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return 1;
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}
bool CSaveTeam::HandleSaveError(int Result, int ClientID, CGameContext *pGameContext)
{
switch(Result)
{
case 0:
return false;
case 1:
pGameContext->SendChatTarget(ClientID, "You have to be in a team (from 1-63)");
break;
case 2:
pGameContext->SendChatTarget(ClientID, "Could not find your Team");
break;
case 3:
pGameContext->SendChatTarget(ClientID, "Unable to find all Characters");
break;
case 4:
pGameContext->SendChatTarget(ClientID, "Your team has not started yet");
break;
default: // this state should never be reached
pGameContext->SendChatTarget(ClientID, "Unknown error while saving");
break;
}
return true;
}
void CSaveTeam::Load(int Team, bool KeepCurrentWeakStrong)
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{
CGameTeams *pTeams = &(((CGameControllerDDRace *)m_pController)->m_Teams);
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pTeams->ChangeTeamState(Team, m_TeamState);
pTeams->SetTeamLock(Team, m_TeamLocked);
pTeams->SetPractice(Team, m_Practice);
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for(int i = m_MembersCount; i-- > 0;)
{
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int ClientID = m_pSavedTees[i].GetClientID();
if(m_pController->GameServer()->m_apPlayers[ClientID] && pTeams->m_Core.Team(ClientID) == Team)
{
CCharacter *pChr = MatchCharacter(m_pSavedTees[i].GetClientID(), i, KeepCurrentWeakStrong);
m_pSavedTees[i].Load(pChr, Team);
}
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}
if(m_pController->GameServer()->Collision()->m_NumSwitchers)
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{
for(int i = 1; i < minimum(m_NumSwitchers, m_pController->GameServer()->Collision()->m_NumSwitchers) + 1; i++)
{
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = m_pSwitchers[i].m_Status;
if(m_pSwitchers[i].m_EndTime)
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = m_pController->Server()->Tick() - m_pSwitchers[i].m_EndTime;
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = m_pSwitchers[i].m_Type;
}
}
}
CCharacter *CSaveTeam::MatchCharacter(int ClientID, int SaveID, bool KeepCurrentCharacter)
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{
if(KeepCurrentCharacter && m_pController->GameServer()->m_apPlayers[ClientID]->GetCharacter())
{
// keep old character to retain current weak/strong order
return m_pController->GameServer()->m_apPlayers[ClientID]->GetCharacter();
}
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m_pController->GameServer()->m_apPlayers[ClientID]->KillCharacter(WEAPON_GAME);
return m_pController->GameServer()->m_apPlayers[ClientID]->ForceSpawn(m_pSavedTees[SaveID].GetPos());
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}
char *CSaveTeam::GetString()
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{
str_format(m_aString, sizeof(m_aString), "%d\t%d\t%d\t%d\t%d", m_TeamState, m_MembersCount, m_NumSwitchers, m_TeamLocked, m_Practice);
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for(int i = 0; i < m_MembersCount; i++)
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{
char aBuf[1024];
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str_format(aBuf, sizeof(aBuf), "\n%s", m_pSavedTees[i].GetString(this));
str_append(m_aString, aBuf, sizeof(m_aString));
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}
if(m_pSwitchers && m_NumSwitchers)
{
for(int i = 1; i < m_NumSwitchers + 1; i++)
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{
char aBuf[64];
str_format(aBuf, sizeof(aBuf), "\n%d\t%d\t%d", m_pSwitchers[i].m_Status, m_pSwitchers[i].m_EndTime, m_pSwitchers[i].m_Type);
str_append(m_aString, aBuf, sizeof(m_aString));
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}
}
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return m_aString;
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}
int CSaveTeam::FromString(const char *String)
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{
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char aTeamStats[MAX_CLIENTS];
char aSwitcher[64];
char aSaveTee[1024];
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char *CopyPos;
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unsigned int Pos = 0;
unsigned int LastPos = 0;
unsigned int StrSize;
str_copy(m_aString, String, sizeof(m_aString));
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while(m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
CopyPos = m_aString + LastPos;
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StrSize = Pos - LastPos + 1;
if(m_aString[Pos] == '\n')
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{
Pos++; // skip \n
LastPos = Pos;
}
if(StrSize <= 0)
{
dbg_msg("load", "savegame: wrong format (couldn't load teamstats)");
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return 1;
}
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if(StrSize < sizeof(aTeamStats))
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{
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str_copy(aTeamStats, CopyPos, StrSize);
int Num = sscanf(aTeamStats, "%d\t%d\t%d\t%d\t%d", &m_TeamState, &m_MembersCount, &m_NumSwitchers, &m_TeamLocked, &m_Practice);
switch(Num) // Don't forget to update this when you save / load more / less.
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{
case 4:
m_Practice = false;
// fallthrough
case 5:
break;
default:
dbg_msg("load", "failed to load teamstats");
dbg_msg("load", "loaded %d vars", Num);
return Num + 1; // never 0 here
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}
}
else
{
dbg_msg("load", "savegame: wrong format (couldn't load teamstats, too big)");
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return 1;
}
if(m_pSavedTees)
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{
delete[] m_pSavedTees;
m_pSavedTees = 0;
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}
if(m_MembersCount)
m_pSavedTees = new CSaveTee[m_MembersCount];
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for(int n = 0; n < m_MembersCount; n++)
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{
while(m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
CopyPos = m_aString + LastPos;
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StrSize = Pos - LastPos + 1;
if(m_aString[Pos] == '\n')
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{
Pos++; // skip \n
LastPos = Pos;
}
if(StrSize <= 0)
{
dbg_msg("load", "savegame: wrong format (couldn't load tee)");
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return 1;
}
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if(StrSize < sizeof(aSaveTee))
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{
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str_copy(aSaveTee, CopyPos, StrSize);
int Num = m_pSavedTees[n].FromString(aSaveTee);
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if(Num)
{
dbg_msg("load", "failed to load tee");
dbg_msg("load", "loaded %d vars", Num - 1);
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return 1;
}
}
else
{
dbg_msg("load", "savegame: wrong format (couldn't load tee, too big)");
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return 1;
}
}
if(m_pSwitchers)
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{
delete[] m_pSwitchers;
m_pSwitchers = 0;
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}
if(m_NumSwitchers)
m_pSwitchers = new SSimpleSwitchers[m_NumSwitchers + 1];
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for(int n = 1; n < m_NumSwitchers + 1; n++)
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{
while(m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
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CopyPos = m_aString + LastPos;
StrSize = Pos - LastPos + 1;
if(m_aString[Pos] == '\n')
{
Pos++; // skip \n
LastPos = Pos;
}
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if(StrSize <= 0)
{
dbg_msg("load", "savegame: wrong format (couldn't load switcher)");
return 1;
}
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if(StrSize < sizeof(aSwitcher))
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{
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str_copy(aSwitcher, CopyPos, StrSize);
int Num = sscanf(aSwitcher, "%d\t%d\t%d", &(m_pSwitchers[n].m_Status), &(m_pSwitchers[n].m_EndTime), &(m_pSwitchers[n].m_Type));
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if(Num != 3)
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{
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dbg_msg("load", "failed to load switcher");
dbg_msg("load", "loaded %d vars", Num - 1);
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}
}
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else
{
dbg_msg("load", "savegame: wrong format (couldn't load switcher, too big)");
return 1;
}
}
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return 0;
}
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bool CSaveTeam::MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientID, int NumPlayer, char *pMessage, int MessageLen)
{
if(NumPlayer > m_MembersCount)
{
str_format(pMessage, MessageLen, "Too many players in this team, should be %d", m_MembersCount);
return false;
}
// check for wrong players
for(int i = 0; i < NumPlayer; i++)
{
int Found = false;
for(int j = 0; j < m_MembersCount; j++)
{
if(str_comp(paNames[i], m_pSavedTees[j].GetName()) == 0)
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{
Found = true;
}
}
if(!Found)
{
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str_format(pMessage, MessageLen, "'%s' doesn't belong to this team", paNames[i]);
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return false;
}
}
// check for missing players
for(int i = 0; i < m_MembersCount; i++)
{
int Found = false;
for(int j = 0; j < NumPlayer; j++)
{
if(str_comp(m_pSavedTees[i].GetName(), paNames[j]) == 0)
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{
m_pSavedTees[i].SetClientID(pClientID[j]);
Found = true;
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break;
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}
}
if(!Found)
{
str_format(pMessage, MessageLen, "'%s' has to be in this team", m_pSavedTees[i].GetName());
return false;
}
}
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// match hook to correct ClientID
for(int n = 0; n < m_MembersCount; n++)
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m_pSavedTees[n].LoadHookedPlayer(this);
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return true;
}