Server-side check for chooseteam event calls, to avoid a NULL pointer error
when someone tries to execute these functions with a modified client.
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1 changed files with 18 additions and 3 deletions
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@ -987,8 +987,16 @@ Event Handling, called by the Client codebase via 'sendevent'
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void
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CSEv_JoinTeam_f(float flChar)
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{
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CSMultiplayerRules rules = (CSMultiplayerRules)g_grMode;
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player pl = (player)self;
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CSMultiplayerRules rules;
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player pl;
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/* matches Game_InitRules() */
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if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
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return;
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}
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rules = (CSMultiplayerRules)g_grMode;
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pl = (player)self;
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if (pl.team == TEAM_VIP) {
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centerprint(pl, "You are the VIP!\nYou cannot switch roles now.\n");
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@ -1054,7 +1062,14 @@ CSEv_JoinTeam_f(float flChar)
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void
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CSEv_JoinAuto(void)
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{
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CSMultiplayerRules rules = (CSMultiplayerRules)g_grMode;
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CSMultiplayerRules rules;
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/* matches Game_InitRules() */
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if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
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return;
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}
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rules = (CSMultiplayerRules)g_grMode;
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rules.CountPlayers();
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if (g_cs_total_ct >= g_cs_total_t) {
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