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Merge #3341
3341: Check finish of team after player joins spectators r=heinrich5991 a=def- Reported by Jupeyy <!-- What is the motivation for the changes of this pull request --> ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [x] Considered possible null pointers and out of bounds array indexing - [x] Changed no physics that affect existing maps - [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: def <dennis@felsin9.de>
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commit
6eb56ffb13
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@ -631,7 +631,13 @@ void CPlayer::SetTeam(int Team, bool DoChatMsg)
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{
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CGameControllerDDRace *Controller = (CGameControllerDDRace *)GameServer()->m_pController;
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if(g_Config.m_SvTeam != 3)
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{
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// Joining spectators should not kill a locked team, but should still
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// check if the team finished by you leaving it.
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int DDRTeam = m_pCharacter->Team();
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Controller->m_Teams.SetForceCharacterTeam(m_ClientID, TEAM_FLOCK);
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Controller->m_Teams.CheckTeamFinished(DDRTeam);
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}
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}
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KillCharacter();
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@ -19,7 +19,6 @@ class CGameTeams
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class CGameContext *m_pGameContext;
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void CheckTeamFinished(int ClientID);
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bool TeamFinished(int Team);
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void OnTeamFinish(CPlayer **Players, unsigned int Size, float Time, const char *pTimestamp);
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void OnFinish(CPlayer *Player, float Time, const char *pTimestamp);
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@ -62,6 +61,7 @@ public:
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void OnCharacterDeath(int ClientID, int Weapon);
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bool SetCharacterTeam(int ClientID, int Team);
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void CheckTeamFinished(int ClientID);
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void ChangeTeamState(int Team, int State);
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void onChangeTeamState(int Team, int State, int OldState);
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