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Ensure that team state is always sent
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@ -268,8 +268,6 @@ bool CGameTeams::SetCharacterTeam(int ClientID, int Team)
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void CGameTeams::SetForceCharacterTeam(int ClientID, int Team)
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{
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int OldTeam = m_Core.Team(ClientID);
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if (Team != m_Core.Team(ClientID))
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ForceLeaveTeam(ClientID);
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else
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@ -280,6 +278,13 @@ void CGameTeams::SetForceCharacterTeam(int ClientID, int Team)
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}
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SetForceCharacterNewTeam(ClientID, Team);
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}
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void CGameTeams::SetForceCharacterNewTeam(int ClientID, int Team)
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{
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int OldTeam = m_Core.Team(ClientID);
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m_Core.Team(ClientID, Team);
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if (OldTeam != Team)
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{
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@ -290,11 +295,6 @@ void CGameTeams::SetForceCharacterTeam(int ClientID, int Team)
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if(GetPlayer(ClientID))
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GetPlayer(ClientID)->m_VotedForPractice = false;
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}
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}
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void CGameTeams::SetForceCharacterNewTeam(int ClientID, int Team)
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{
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m_Core.Team(ClientID, Team);
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if (m_Core.Team(ClientID) != TEAM_SUPER)
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m_MembersCount[m_Core.Team(ClientID)]++;
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@ -741,15 +741,19 @@ void CGameTeams::ProcessSaveTeam()
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void CGameTeams::OnCharacterSpawn(int ClientID)
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{
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m_Core.SetSolo(ClientID, false);
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int Team = m_Core.Team(ClientID);
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if(GetSaving(m_Core.Team(ClientID)))
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if(GetSaving(Team))
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return;
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if (m_Core.Team(ClientID) >= TEAM_SUPER || !m_TeamLocked[m_Core.Team(ClientID)])
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if (m_Core.Team(ClientID) >= TEAM_SUPER || !m_TeamLocked[Team])
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{
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// Important to only set a new team here, don't remove from an existing
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// team since a newly joined player does by definition not have an old team
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// to remove from. Doing so would destroy the count in m_MembersCount.
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SetForceCharacterNewTeam(ClientID, 0);
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CheckTeamFinished(Team);
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}
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}
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void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
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