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Fixes
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30680ddd79
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7fcd245611
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@ -93,7 +93,9 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
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if(m_pPlayer->m_RconFreeze) Freeze(-1);
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GameServer()->m_pController->OnCharacterSpawn(this);
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if(GetPlayer()->m_IsUsingDDRaceClient) {
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Controller->m_Teams.SendTeamsState(GetPlayer()->GetCID());
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}
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return true;
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}
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@ -102,6 +104,7 @@ void CCharacter::Destroy()
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{
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
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m_Alive = false;
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CEntity::Destroy();
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}
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void CCharacter::SetWeapon(int W)
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@ -1368,7 +1371,7 @@ void CCharacter::Die(int Killer, int Weapon)
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m_pPlayer->m_DieTick = Server()->Tick();
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m_Alive = false;
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GameServer()->m_World.RemoveEntity(this);
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MarkDestroy();
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
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GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID());
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@ -25,7 +25,7 @@ void CDoor::Open(int Tick, bool ActivatedTeam[])
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{
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for (int i = 0; i < MAX_CLIENTS; ++i) {
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if(ActivatedTeam[i]) m_EvalTick[i] = Tick;
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m_Opened[i] = ActivatedTeam[i];
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//m_Opened[i] = ActivatedTeam[i];
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if(ActivatedTeam[i]) Open(i);
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}
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}
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@ -62,7 +62,7 @@ void CDoor::Close(int Team)
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void CDoor::Reset()
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{
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for (int i = 0; i < MAX_CLIENTS; ++i) {
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m_Opened[i] = false;
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//m_Opened[i] = false;
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Close(i);
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}
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}
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@ -76,6 +76,10 @@ public:
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class CGameContext *GameServer() { return GameWorld()->GameServer(); }
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class IServer *Server() { return GameWorld()->Server(); }
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void MarkDestroy() {
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m_MarkedForDestroy = true;
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}
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CEntity *TypeNext() { return m_pNextTypeEntity; }
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CEntity *TypePrev() { return m_pPrevTypeEntity; }
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@ -35,8 +35,7 @@ CPlayer::CPlayer(CGameContext *pGameServer, int CID, int Team)
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CPlayer::~CPlayer()
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{
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delete Character;
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Character = 0;
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if(!Character) Character->Destroy();
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}
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void CPlayer::Tick()
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@ -80,7 +79,7 @@ void CPlayer::Tick()
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}
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else
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{
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delete Character;
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Character->MarkDestroy();
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Character = 0;
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}
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}
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@ -179,7 +178,7 @@ void CPlayer::KillCharacter(int Weapon)
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if(Character)
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{
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Character->Die(m_ClientID, Weapon);
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delete Character;
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//delete Character;
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Character = 0;
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}
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}
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@ -207,8 +206,8 @@ void CPlayer::SetTeam(int Team)
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m_LastActionTick = Server()->Tick();
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// we got to wait 0.5 secs before respawning
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m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
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str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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//str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
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//GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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//GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
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}
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@ -89,11 +89,7 @@ bool CGameTeams::SetCharacterTeam(int id, int Team) {
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}
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SetForceCharacterTeam(id, Team);
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dbg_msg1("Teams", "Id = %d Team = %d", id, Team);
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if(Character(id) && Character(id)->GetPlayer()->m_IsUsingDDRaceClient) {
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SendTeamsState(id);
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}
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//GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask());
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return true;
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}
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@ -120,6 +116,11 @@ void CGameTeams::SetForceCharacterTeam(int id, int Team) {
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if(Team != TEAM_SUPER && m_TeamState[Team] == EMPTY) {
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ChangeTeamState(Team, OPEN);
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}
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dbg_msg1("Teams", "Id = %d Team = %d", id, Team);
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if(Character(id) && Character(id)->GetPlayer()->m_IsUsingDDRaceClient) {
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SendTeamsState(id);
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}
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}
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int CGameTeams::Count(int Team) const{
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