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Remove teamkill message on solo teams
For speedrunning alone in a team this "Everyone in your locked team was killed because '%s' %s." is very annoying. So better only print it if more than 1 tee is in the team.
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@ -646,7 +646,7 @@ void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
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int Team = m_Core.Team(ClientID);
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bool Locked = TeamLocked(Team) && Weapon != WEAPON_GAME;
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if (!Locked)
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if(!Locked)
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{
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SetForceCharacterTeam(ClientID, 0);
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CheckTeamFinished(Team);
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@ -655,14 +655,14 @@ void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
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{
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SetForceCharacterTeam(ClientID, Team);
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if (GetTeamState(Team) != TEAMSTATE_OPEN)
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if(GetTeamState(Team) != TEAMSTATE_OPEN)
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{
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ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
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char aBuf[512];
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str_format(aBuf, sizeof(aBuf), "Everyone in your locked team was killed because '%s' %s.", Server()->ClientName(ClientID), Weapon == WEAPON_SELF ? "killed" : "died");
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for (int i = 0; i < MAX_CLIENTS; i++)
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for(int i = 0; i < MAX_CLIENTS; i++)
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if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
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{
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if(i != ClientID)
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@ -671,7 +671,8 @@ void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
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if (Weapon == WEAPON_SELF)
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GameServer()->m_apPlayers[i]->Respawn(true); // spawn the rest of team with weak hook on the killer
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}
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GameServer()->SendChatTarget(i, aBuf);
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if(m_MembersCount[Team] > 1)
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GameServer()->SendChatTarget(i, aBuf);
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}
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}
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}
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