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https://git.do.srb2.org/KartKrew/Kart-Public.git
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Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
It helps make P_UpdateSpecials less messy-looking anyway.
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parent
693058adae
commit
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3 changed files with 120 additions and 99 deletions
117
src/p_inter.c
117
src/p_inter.c
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@ -1641,11 +1641,126 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
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CONS_Printf(str, targetname, deadtarget ? M_GetText("killed") : M_GetText("hit"));
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}
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/** Checks if the level timer is over the timelimit and the round should end,
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* unless you are in overtime. In which case leveltime may stretch out beyond
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* timelimitintics and overtime's status will be checked here each tick.
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* Verify that the value of ::cv_timelimit is greater than zero before
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* calling this function.
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*
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* \sa cv_timelimit, P_CheckPointLimit, P_UpdateSpecials
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*/
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void P_CheckTimeLimit(void)
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{
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INT32 i, k;
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if (!cv_timelimit.value)
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return;
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if (!(multiplayer || netgame))
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return;
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if (G_PlatformGametype())
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return;
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if (leveltime < timelimitintics)
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return;
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if (gameaction == ga_completed)
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return;
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//Tagmode round end but only on the tic before the
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//XD_EXITLEVEL packet is recieved by all players.
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if (G_TagGametype())
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{
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if (leveltime == (timelimitintics + 1))
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator
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|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
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continue;
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CONS_Printf(M_GetText("%s recieved double points for surviving the round.\n"), player_names[i]);
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P_AddPlayerScore(&players[i], players[i].score);
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}
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}
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if (server)
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SendNetXCmd(XD_EXITLEVEL, NULL, 0);
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}
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//Optional tie-breaker for Match/CTF
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else if (cv_overtime.value)
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{
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INT32 playerarray[MAXPLAYERS];
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INT32 tempplayer = 0;
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INT32 spectators = 0;
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INT32 playercount = 0;
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//Figure out if we have enough participating players to care.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].spectator)
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spectators++;
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}
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if ((D_NumPlayers() - spectators) > 1)
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{
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// Play the starpost sfx after the first second of overtime.
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if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
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S_StartSound(NULL, sfx_strpst);
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// Normal Match
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if (!G_GametypeHasTeams())
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{
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//Store the nodes of participating players in an array.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !players[i].spectator)
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{
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playerarray[playercount] = i;
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playercount++;
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}
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}
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//Sort 'em.
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for (i = 1; i < playercount; i++)
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{
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for (k = i; k < playercount; k++)
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{
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if (players[playerarray[i-1]].score < players[playerarray[k]].score)
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{
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tempplayer = playerarray[i-1];
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playerarray[i-1] = playerarray[k];
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playerarray[k] = tempplayer;
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}
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}
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}
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//End the round if the top players aren't tied.
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if (players[playerarray[0]].score == players[playerarray[1]].score)
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return;
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}
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else
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{
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//In team match and CTF, determining a tie is much simpler. =P
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if (redscore == bluescore)
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return;
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}
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}
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if (server)
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SendNetXCmd(XD_EXITLEVEL, NULL, 0);
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}
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if (server)
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SendNetXCmd(XD_EXITLEVEL, NULL, 0);
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}
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/** Checks if a player's score is over the pointlimit and the round should end.
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* Verify that the value of ::cv_pointlimit is greater than zero before
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* calling this function.
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*
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* \sa cv_pointlimit, P_UpdateSpecials
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* \sa cv_pointlimit, P_CheckTimeLimit, P_UpdateSpecials
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*/
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void P_CheckPointLimit(void)
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{
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@ -380,6 +380,7 @@ void P_PlayerEmeraldBurst(player_t *player, boolean toss);
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
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void P_PlayerFlagBurst(player_t *player, boolean toss);
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void P_CheckTimeLimit(void);
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void P_CheckPointLimit(void);
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void P_CheckSurvivors(void);
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boolean P_CheckRacers(void);
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101
src/p_spec.c
101
src/p_spec.c
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@ -4648,114 +4648,19 @@ void P_PlayerInSpecialSector(player_t *player)
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/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
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*
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* \sa cv_timelimit, P_CheckPointLimit
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* \sa P_CheckTimeLimit, P_CheckPointLimit
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*/
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void P_UpdateSpecials(void)
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{
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anim_t *anim;
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INT32 i, k;
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INT32 i;
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INT32 pic;
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size_t j;
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levelflat_t *foundflats; // for flat animation
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// LEVEL TIMER
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// Exit if the timer is equal to or greater the timelimit, unless you are
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// in overtime. In which case leveltime may stretch out beyond timelimitintics
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// and overtime's status will be checked here each tick.
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if (cv_timelimit.value && timelimitintics <= leveltime && (multiplayer || netgame)
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&& G_RingSlingerGametype() && (gameaction != ga_completed))
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{
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boolean pexit = false;
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//Tagmode round end but only on the tic before the
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//XD_EXITLEVEL packet is recieved by all players.
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if (G_TagGametype())
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{
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if (leveltime == (timelimitintics + 1))
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator
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|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
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continue;
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CONS_Printf(M_GetText("%s recieved double points for surviving the round.\n"), player_names[i]);
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P_AddPlayerScore(&players[i], players[i].score);
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}
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}
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pexit = true;
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}
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//Optional tie-breaker for Match/CTF
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else if (G_RingSlingerGametype() && cv_overtime.value)
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{
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INT32 playerarray[MAXPLAYERS];
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INT32 tempplayer = 0;
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INT32 spectators = 0;
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INT32 playercount = 0;
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//Figure out if we have enough participating players to care.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].spectator)
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spectators++;
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}
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if ((D_NumPlayers() - spectators) > 1)
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{
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// Play the starpost sfx after the first second of overtime.
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if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
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S_StartSound(NULL, sfx_strpst);
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// Normal Match
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if (!G_GametypeHasTeams())
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{
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//Store the nodes of participating players in an array.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !players[i].spectator)
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{
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playerarray[playercount] = i;
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playercount++;
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}
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}
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//Sort 'em.
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for (i = 1; i < playercount; i++)
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{
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for (k = i; k < playercount; k++)
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{
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if (players[playerarray[i-1]].score < players[playerarray[k]].score)
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{
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tempplayer = playerarray[i-1];
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playerarray[i-1] = playerarray[k];
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playerarray[k] = tempplayer;
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}
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}
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}
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//End the round if the top players aren't tied.
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if (!(players[playerarray[0]].score == players[playerarray[1]].score))
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pexit = true;
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}
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else
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{
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//In team match and CTF, determining a tie is much simpler. =P
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if (!(redscore == bluescore))
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pexit = true;
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}
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}
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else
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pexit = true;
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}
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else
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pexit = true;
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if (server && pexit)
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SendNetXCmd(XD_EXITLEVEL, NULL, 0);
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}
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P_CheckTimeLimit();
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// POINT LIMIT
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P_CheckPointLimit();
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