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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@144 67975925-1194-0748-b3d5-c16f83f1a3a1
651 lines
17 KiB
C++
651 lines
17 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// teamplay_gamerules.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "game.h"
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#include "mod/AvHConstants.h"
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#include "mod/AvHServerVariables.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/UPPUtil.h"
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static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH];
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static int team_scores[MAX_TEAMS];
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static int num_teams = 0;
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extern DLL_GLOBAL BOOL g_fGameOver;
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CHalfLifeTeamplay :: CHalfLifeTeamplay()
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{
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m_DisableDeathMessages = FALSE;
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m_DisableDeathPenalty = FALSE;
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memset( team_names, 0, sizeof(team_names) );
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memset( team_scores, 0, sizeof(team_scores) );
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num_teams = 0;
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// Copy over the team from the server config
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m_szTeamList[0] = 0;
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// Cache this because the team code doesn't want to deal with changing this in the middle of a game
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//strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH );
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strcpy(this->m_szTeamList, kTeamString);
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edict_t *pWorld = INDEXENT(0);
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if ( pWorld && pWorld->v.team )
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{
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if ( teamoverride.value )
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{
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const char *pTeamList = STRING(pWorld->v.team);
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if ( pTeamList && strlen(pTeamList) )
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{
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strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH );
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}
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}
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}
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// Has the server set teams
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if ( strlen( m_szTeamList ) )
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m_teamLimit = TRUE;
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else
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m_teamLimit = FALSE;
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RecountTeams();
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}
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extern cvar_t timeleft, fragsleft;
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#include "voice_gamemgr.h"
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extern CVoiceGameMgr g_VoiceGameMgr;
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void CHalfLifeTeamplay :: Think ( void )
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{
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///// Check game rules /////
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static int last_frags;
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static int last_time;
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int frags_remaining = 0;
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int time_remaining = 0;
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g_VoiceGameMgr.Update(gpGlobals->frametime);
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if ( g_fGameOver ) // someone else quit the game already
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{
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CHalfLifeMultiplay::Think();
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return;
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}
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float flTimeLimit = CVAR_GET_FLOAT("mp_timelimit") * 60;
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time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
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// Don't map switch in tourny mode, it signals the end of the match instead
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bool theIsTournyMode = (CVAR_GET_FLOAT(kvTournamentMode) > 0);
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if ( flTimeLimit != 0 && (gpGlobals->time >= flTimeLimit) && !theIsTournyMode)
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{
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GoToIntermission();
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return;
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}
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float flFragLimit = fraglimit.value;
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if ( flFragLimit )
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{
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int bestfrags = 9999;
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int remain;
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// check if any team is over the frag limit
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for ( int i = 0; i < num_teams; i++ )
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{
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if ( team_scores[i] >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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remain = flFragLimit - team_scores[i];
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if ( remain < bestfrags )
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{
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bestfrags = remain;
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}
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}
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frags_remaining = bestfrags;
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}
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// Updates when frags change
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if ( frags_remaining != last_frags )
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{
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g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
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}
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// Updates once per second
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if ( timeleft.value != last_time )
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{
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g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
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}
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last_frags = frags_remaining;
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last_time = time_remaining;
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}
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//=========================================================
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// ClientCommand
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// the user has typed a command which is unrecognized by everything else;
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// this check to see if the gamerules knows anything about the command
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//=========================================================
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BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
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{
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if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd))
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return TRUE;
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if ( FStrEq( pcmd, "menuselect" ) )
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{
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if ( CMD_ARGC() < 2 )
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return TRUE;
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int slot = atoi( CMD_ARGV(1) );
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// select the item from the current menu
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return TRUE;
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}
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return FALSE;
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}
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extern int gmsgGameMode;
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extern int gmsgTeamInfo;
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extern int gmsgTeamNames;
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extern int gmsgScoreInfo;
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void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
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WRITE_BYTE( 1 ); // game mode teamplay
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MESSAGE_END();
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}
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const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
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{
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// copy out the team name from the model
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char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
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pPlayer->SetTeamID(mdls);
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RecountTeams();
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// update the current player of the team he is joining
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const char* theTeamName = pPlayer->TeamID();
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if ( theTeamName == '\0' || !IsValidTeam( theTeamName ) || defaultteam.value )
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{
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const char *pTeamName = NULL;
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if ( defaultteam.value )
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{
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pTeamName = team_names[0];
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}
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else
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{
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pTeamName = TeamWithFewestPlayers();
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}
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pPlayer->SetTeamID(pTeamName);
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}
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return pPlayer->TeamID();
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}
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//=========================================================
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// InitHUD
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//=========================================================
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void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer )
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{
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int i;
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SetDefaultPlayerTeam( pPlayer );
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CHalfLifeMultiplay::InitHUD( pPlayer );
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// Send down the team names
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MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() );
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WRITE_BYTE( num_teams );
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for ( i = 0; i < num_teams; i++ )
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{
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char theTeamName[256];
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strcpy(theTeamName, team_names[i]);
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// If the team name isn't empty, append # so team name is translated on client
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if(strcmp(theTeamName, ""))
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{
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sprintf(theTeamName, "#%s", team_names[i]);
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}
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WRITE_STRING(theTeamName);
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}
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MESSAGE_END();
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RecountTeams();
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// char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
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// // update the current player of the team he is joining
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// char text[1024];
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// if ( !strcmp( mdls, pPlayer->m_szTeamName ) )
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// {
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// sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName );
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// }
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// else
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// {
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// sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName );
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// }
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ChangePlayerTeam( pPlayer, pPlayer->TeamID(), FALSE, FALSE );
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// UTIL_SayText( text, pPlayer );
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int clientIndex = pPlayer->entindex();
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RecountTeams();
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// // update this player with all the other players team info
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// // loop through all active players and send their team info to the new client
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// for ( i = 1; i <= gpGlobals->maxClients; i++ )
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// {
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// CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i );
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// if ( plr && IsValidTeam( plr->TeamID() ) )
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// {
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// MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() );
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// WRITE_BYTE( plr->entindex() );
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// WRITE_STRING( plr->TeamID() );
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// MESSAGE_END();
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// }
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// }
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pPlayer->NeedsTeamUpdate();
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}
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void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib )
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{
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int damageFlags = DMG_GENERIC;
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int clientIndex = pPlayer->entindex();
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if ( !bGib )
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{
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damageFlags |= DMG_NEVERGIB;
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}
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else
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{
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damageFlags |= DMG_ALWAYSGIB;
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}
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if ( bKill )
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{
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// kill the player, remove a death, and let them start on the new team
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m_DisableDeathMessages = TRUE;
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m_DisableDeathPenalty = TRUE;
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entvars_t *pevWorld = VARS( INDEXENT(0) );
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pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags );
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m_DisableDeathMessages = FALSE;
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m_DisableDeathPenalty = FALSE;
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}
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// copy out the team name from the model
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//strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
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pPlayer->SetTeamID(pTeamName);
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// Don't assume team and model are linked
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//g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
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g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->TeamID());
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// notify everyone's HUD of the team change
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// MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
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// WRITE_BYTE( clientIndex );
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// //WRITE_STRING( pPlayer->m_szTeamName );
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// WRITE_STRING( pPlayer->TeamID() );
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// MESSAGE_END();
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pPlayer->SendTeamUpdate();
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// MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
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// WRITE_BYTE( clientIndex );
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// WRITE_SHORT( pPlayer->pev->frags );
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// WRITE_SHORT( pPlayer->m_iDeaths );
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// WRITE_SHORT( pPlayer->GetEffectivePlayerClass() );
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// //WRITE_SHORT( g_pGameRules->GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
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// WRITE_SHORT( g_pGameRules->GetTeamIndex( pPlayer->TeamID() ) );
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// MESSAGE_END();
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pPlayer->EffectivePlayerClassChanged();
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}
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//=========================================================
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// ClientUserInfoChanged
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//=========================================================
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void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer )
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{
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char text[1024];
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// prevent skin/color/model changes
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char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );
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if ( !stricmp( mdls, pPlayer->TeamID() ) )
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return;
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if ( defaultteam.value )
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{
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int clientIndex = pPlayer->entindex();
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g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->TeamID() );
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g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->TeamID() );
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sprintf( text, "* Not allowed to change teams in this game!\n" );
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UTIL_SayText( text, pPlayer );
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return;
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}
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if ( defaultteam.value || !IsValidTeam( mdls ) )
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{
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int clientIndex = pPlayer->entindex();
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g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->TeamID() );
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sprintf( text, "* Can't change team to \'%s\'\n", mdls );
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UTIL_SayText( text, pPlayer );
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sprintf( text, "* Server limits teams to \'%s\'\n", m_szTeamList );
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UTIL_SayText( text, pPlayer );
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return;
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}
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// notify everyone of the team change
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sprintf( text, "* %s has changed to team \'%s\'\n", STRING(pPlayer->pev->netname), mdls );
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UTIL_SayTextAll( text, pPlayer );
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UTIL_LogPrintf( "\"%s<%i><%s><%s>\" joined team \"%s\"\n",
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STRING(pPlayer->pev->netname),
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GETPLAYERUSERID( pPlayer->edict() ),
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#ifdef USE_UPP
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UPPUtil_GetNetworkID(pPlayer->edict()).c_str(),
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#else
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AvHSUGetPlayerAuthIDString( pPlayer->edict() ).c_str(),
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#endif
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pPlayer->TeamID(),
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mdls );
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ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE );
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// recound stuff
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RecountTeams();
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}
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extern int gmsgDeathMsg;
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//=========================================================
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// Deathnotice.
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//=========================================================
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void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor )
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{
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if ( m_DisableDeathMessages )
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return;
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if ( pVictim && pKiller && pKiller->flags & FL_CLIENT )
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{
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CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller );
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if ( pk )
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{
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if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) )
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{
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MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
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WRITE_BYTE( ENTINDEX(ENT(pKiller)) ); // the killer
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WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
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WRITE_STRING( "teammate" ); // flag this as a teammate kill
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MESSAGE_END();
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return;
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}
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}
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}
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CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor );
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}
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//=========================================================
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//=========================================================
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void CHalfLifeTeamplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
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{
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if ( !m_DisableDeathPenalty )
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{
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CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor );
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RecountTeams();
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}
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}
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//=========================================================
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// IsTeamplay
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//=========================================================
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BOOL CHalfLifeTeamplay::IsTeamplay( void )
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{
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return TRUE;
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}
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BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
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{
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if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
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{
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// my teammate hit me.
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if ( (friendlyfire.value == 0) && (pAttacker != pPlayer) )
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{
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// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
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return FALSE;
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}
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}
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return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker );
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}
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//=========================================================
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//=========================================================
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int CHalfLifeTeamplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
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{
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// half life multiplay has a simple concept of Player Relationships.
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// you are either on another player's team, or you are not.
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if ( !pPlayer || !pTarget || !pTarget->IsPlayer() )
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return GR_NOTTEAMMATE;
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if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
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{
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return GR_TEAMMATE;
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}
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return GR_NOTTEAMMATE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
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{
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// always autoaim, unless target is a teammate
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CBaseEntity *pTgt = CBaseEntity::Instance( target );
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if ( pTgt && pTgt->IsPlayer() )
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{
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if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE )
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return FALSE; // don't autoaim at teammates
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}
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return CHalfLifeMultiplay::ShouldAutoAim( pPlayer, target );
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}
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//=========================================================
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//=========================================================
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int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
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{
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if ( !pKilled )
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return 0;
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if ( !pAttacker )
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return 1;
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if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE )
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return -1;
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return 1;
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}
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//=========================================================
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//=========================================================
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const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity )
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{
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if ( pEntity == NULL || pEntity->pev == NULL )
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return "";
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// return their team name
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return pEntity->TeamID();
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}
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int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName )
|
|
{
|
|
if ( pTeamName && *pTeamName != 0 )
|
|
{
|
|
// try to find existing team
|
|
for ( int tm = 0; tm < num_teams; tm++ )
|
|
{
|
|
if ( !stricmp( team_names[tm], pTeamName ) )
|
|
return tm;
|
|
}
|
|
}
|
|
|
|
return -1; // No match
|
|
}
|
|
|
|
|
|
const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex )
|
|
{
|
|
if ( teamIndex < 0 || teamIndex >= num_teams )
|
|
return "";
|
|
|
|
return team_names[ teamIndex ];
|
|
}
|
|
|
|
|
|
BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName )
|
|
{
|
|
if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set
|
|
return TRUE;
|
|
|
|
return ( GetTeamIndex( pTeamName ) != -1 ) ? TRUE : FALSE;
|
|
}
|
|
|
|
const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void )
|
|
{
|
|
int i;
|
|
int minPlayers = MAX_TEAMS;
|
|
int teamCount[ MAX_TEAMS ];
|
|
char *pTeamName = NULL;
|
|
|
|
memset( teamCount, 0, MAX_TEAMS * sizeof(int) );
|
|
|
|
// loop through all clients, count number of players on each team
|
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
|
|
|
if ( plr )
|
|
{
|
|
int team = GetTeamIndex( plr->TeamID() );
|
|
if ( team >= 0 )
|
|
teamCount[team] ++;
|
|
}
|
|
}
|
|
|
|
// Find team with least players
|
|
for ( i = 0; i < num_teams; i++ )
|
|
{
|
|
if ( teamCount[i] < minPlayers )
|
|
{
|
|
minPlayers = teamCount[i];
|
|
pTeamName = team_names[i];
|
|
}
|
|
}
|
|
|
|
return pTeamName;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CHalfLifeTeamplay::RecountTeams( void )
|
|
{
|
|
char *pName;
|
|
char teamlist[TEAMPLAY_TEAMLISTLENGTH];
|
|
|
|
// loop through all teams, recounting everything
|
|
num_teams = 0;
|
|
|
|
// Copy all of the teams from the teamlist
|
|
// make a copy because strtok is destructive
|
|
strcpy( teamlist, m_szTeamList );
|
|
pName = teamlist;
|
|
pName = strtok( pName, ";" );
|
|
while ( pName != NULL && *pName )
|
|
{
|
|
if ( GetTeamIndex( pName ) < 0 )
|
|
{
|
|
strcpy( team_names[num_teams], pName );
|
|
num_teams++;
|
|
}
|
|
pName = strtok( NULL, ";" );
|
|
}
|
|
|
|
if ( num_teams < 2 )
|
|
{
|
|
num_teams = 0;
|
|
m_teamLimit = FALSE;
|
|
}
|
|
|
|
// Sanity check
|
|
memset( team_scores, 0, sizeof(team_scores) );
|
|
|
|
// loop through all clients
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
|
|
|
if ( plr )
|
|
{
|
|
const char *pTeamName = plr->TeamID();
|
|
// try add to existing team
|
|
int tm = GetTeamIndex( pTeamName );
|
|
|
|
if ( tm < 0 ) // no team match found
|
|
{
|
|
if ( !m_teamLimit )
|
|
{
|
|
// add to new team
|
|
tm = num_teams;
|
|
num_teams++;
|
|
team_scores[tm] = 0;
|
|
strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH );
|
|
}
|
|
}
|
|
|
|
if ( tm >= 0 )
|
|
{
|
|
team_scores[tm] += plr->pev->frags;
|
|
}
|
|
}
|
|
}
|
|
}
|