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Fix some more undefined behavior with super (fixes #4412)
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@ -1408,7 +1408,7 @@ void CGameClient::OnNewSnapshot()
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else if(Item.m_Type == NETOBJTYPE_SWITCHSTATE)
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{
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const CNetObj_SwitchState *pSwitchStateData = (const CNetObj_SwitchState *)pData;
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int Team = Item.m_ID;
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int Team = clamp(Item.m_ID, 0, MAX_CLIENTS - 1);
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int NumSwitchers = clamp(pSwitchStateData->m_NumSwitchers, 0, 255);
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if(!Collision()->m_pSwitchers || NumSwitchers != Collision()->m_NumSwitchers)
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@ -636,6 +636,9 @@ void IGameController::Snap(int SnappingClient)
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if(pPlayer && (pPlayer->GetTeam() == TEAM_SPECTATORS || pPlayer->IsPaused()) && pPlayer->m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[pPlayer->m_SpectatorID] && GameServer()->m_apPlayers[pPlayer->m_SpectatorID]->GetCharacter())
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Team = GameServer()->m_apPlayers[pPlayer->m_SpectatorID]->GetCharacter()->Team();
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if(Team == TEAM_SUPER)
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return;
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CNetObj_SwitchState *pSwitchState = static_cast<CNetObj_SwitchState *>(Server()->SnapNewItem(NETOBJTYPE_SWITCHSTATE, Team, sizeof(CNetObj_SwitchState)));
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if(!pSwitchState)
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return;
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@ -18,11 +18,15 @@ void CGameTeams::Reset()
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m_Core.Reset();
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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m_TeamState[i] = TEAMSTATE_EMPTY;
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m_TeamLocked[i] = false;
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m_TeeStarted[i] = false;
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m_TeeFinished[i] = false;
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m_LastChat[i] = 0;
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}
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for(int i = 0; i < NUM_TEAMS; ++i)
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{
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m_TeamState[i] = TEAMSTATE_EMPTY;
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m_TeamLocked[i] = false;
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m_pSaveTeamResult[i] = nullptr;
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m_Invited[i] = 0;
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@ -894,7 +898,7 @@ void CGameTeams::SwapTeamCharacters(CPlayer *pPlayer, CPlayer *pTargetPlayer, in
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void CGameTeams::ProcessSaveTeam()
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{
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for(int Team = 0; Team < MAX_CLIENTS; Team++)
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for(int Team = 0; Team < NUM_TEAMS; Team++)
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{
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if(m_pSaveTeamResult[Team] == nullptr || !m_pSaveTeamResult[Team]->m_Completed)
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continue;
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@ -11,7 +11,6 @@
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class CGameTeams
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{
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int m_TeamState[MAX_CLIENTS];
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// `m_TeeStarted` is used to keep track whether a given tee has hit the
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// start of the map yet. If a tee that leaves hasn't hit the start line
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// yet, the team will be marked as "not allowed to finish"
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@ -21,17 +20,20 @@ class CGameTeams
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// the team to finish instantly.
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bool m_TeeStarted[MAX_CLIENTS];
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bool m_TeeFinished[MAX_CLIENTS];
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bool m_TeamLocked[MAX_CLIENTS];
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uint64_t m_Invited[MAX_CLIENTS];
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bool m_Practice[MAX_CLIENTS];
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std::shared_ptr<CScoreSaveResult> m_pSaveTeamResult[MAX_CLIENTS];
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uint64_t m_LastSwap[MAX_CLIENTS];
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bool m_TeamSentStartWarning[MAX_CLIENTS];
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int m_LastChat[MAX_CLIENTS];
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int m_TeamState[NUM_TEAMS];
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bool m_TeamLocked[NUM_TEAMS];
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uint64_t m_Invited[NUM_TEAMS];
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bool m_Practice[NUM_TEAMS];
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std::shared_ptr<CScoreSaveResult> m_pSaveTeamResult[NUM_TEAMS];
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uint64_t m_LastSwap[NUM_TEAMS];
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bool m_TeamSentStartWarning[NUM_TEAMS];
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// `m_TeamUnfinishableKillTick` is -1 by default and gets set when a
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// team becomes unfinishable. If the team hasn't entered practice mode
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// by that time, it'll get killed to prevent people not understanding
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// the message from playing for a long time in an unfinishable team.
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int m_TeamUnfinishableKillTick[MAX_CLIENTS];
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int m_TeamUnfinishableKillTick[NUM_TEAMS];
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class CGameContext *m_pGameContext;
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@ -109,8 +111,6 @@ public:
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void ResetInvited(int Team);
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void SetClientInvited(int Team, int ClientID, bool Invited);
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int m_LastChat[MAX_CLIENTS];
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int GetDDRaceState(CPlayer *Player);
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int GetStartTime(CPlayer *Player);
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float *GetCpCurrent(CPlayer *Player);
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@ -8,6 +8,7 @@ enum
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{
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TEAM_FLOCK = 0,
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TEAM_SUPER = MAX_CLIENTS,
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NUM_TEAMS = TEAM_SUPER + 1,
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VANILLA_TEAM_SUPER = VANILLA_MAX_CLIENTS
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};
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