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Improved pause fix (thanks to heinrich5991)
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@ -472,11 +472,8 @@ void CGameContext::StartVote(const char *pDesc, const char *pCommand, const char
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void CGameContext::EndVote()
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void CGameContext::EndVote()
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{
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{
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if(m_apPlayers[m_VoteVictim])
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m_apPlayers[m_VoteVictim]->Pause(CPlayer::PAUSE_NONE, false);
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m_VoteCloseTime = 0;
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m_VoteCloseTime = 0;
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SendVoteSet(-1);
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SendVoteSet(-1);
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m_VoteVictim = -1;
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}
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}
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void CGameContext::SendVoteSet(int ClientID)
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void CGameContext::SendVoteSet(int ClientID)
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@ -2236,6 +2233,7 @@ void CGameContext::ConSetTeam(IConsole::IResult *pResult, void *pUserData)
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str_format(aBuf, sizeof(aBuf), "moved client %d to team %d", ClientID, Team);
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str_format(aBuf, sizeof(aBuf), "moved client %d to team %d", ClientID, Team);
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
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pSelf->m_apPlayers[ClientID]->Pause(CPlayer::PAUSE_NONE, false); // reset /spec and /pause to allow rejoin
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pSelf->m_apPlayers[ClientID]->m_TeamChangeTick = pSelf->Server()->Tick()+pSelf->Server()->TickSpeed()*Delay*60;
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pSelf->m_apPlayers[ClientID]->m_TeamChangeTick = pSelf->Server()->Tick()+pSelf->Server()->TickSpeed()*Delay*60;
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pSelf->m_apPlayers[ClientID]->SetTeam(Team);
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pSelf->m_apPlayers[ClientID]->SetTeam(Team);
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if(Team == TEAM_SPECTATORS)
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if(Team == TEAM_SPECTATORS)
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