mirror of
https://github.com/DrBeef/JKXR.git
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287 lines
7.6 KiB
C
287 lines
7.6 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2005 - 2015, ioquake3 contributors
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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/*
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=======================================================================
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SESSION DATA
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Session data is the only data that stays persistant across level loads
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and tournament restarts.
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=======================================================================
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*/
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//TODO: Replace with reading/writing to file(s)
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/*
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================
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G_WriteClientSessionData
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Called on game shutdown
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================
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*/
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void G_WriteClientSessionData( gclient_t *client )
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{
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char s[MAX_CVAR_VALUE_STRING] = {0},
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siegeClass[64] = {0}, IP[NET_ADDRSTRMAXLEN] = {0};
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const char *var;
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int i = 0;
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// for the strings, replace ' ' with 1
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Q_strncpyz( siegeClass, client->sess.siegeClass, sizeof( siegeClass ) );
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for ( i=0; siegeClass[i]; i++ ) {
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if (siegeClass[i] == ' ')
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siegeClass[i] = 1;
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}
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if ( !siegeClass[0] )
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Q_strncpyz( siegeClass, "none", sizeof( siegeClass ) );
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Q_strncpyz( IP, client->sess.IP, sizeof( IP ) );
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for ( i=0; IP[i]; i++ ) {
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if (IP[i] == ' ')
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IP[i] = 1;
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}
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// Make sure there is no space on the last entry
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.sessionTeam ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.spectatorNum ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.spectatorState ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.spectatorClient ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.wins ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.losses ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.teamLeader ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.setForce ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.saberLevel ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.selectedFP ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.duelTeam ) );
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Q_strcat( s, sizeof( s ), va( "%i ", client->sess.siegeDesiredTeam ) );
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Q_strcat( s, sizeof( s ), va( "%s ", siegeClass ) );
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Q_strcat( s, sizeof( s ), va( "%s", IP ) );
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var = va( "session%i", client - level.clients );
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trap->Cvar_Set( var, s );
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}
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/*
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================
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G_ReadSessionData
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Called on a reconnect
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================
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*/
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void G_ReadSessionData( gclient_t *client )
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{
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char s[MAX_CVAR_VALUE_STRING] = {0};
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const char *var;
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int i=0, tempSessionTeam=0, tempSpectatorState, tempTeamLeader;
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var = va( "session%i", client - level.clients );
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trap->Cvar_VariableStringBuffer( var, s, sizeof(s) );
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sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i %s %s",
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&tempSessionTeam, //&client->sess.sessionTeam,
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&client->sess.spectatorNum,
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&tempSpectatorState, //&client->sess.spectatorState,
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&client->sess.spectatorClient,
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&client->sess.wins,
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&client->sess.losses,
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&tempTeamLeader, //&client->sess.teamLeader,
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&client->sess.setForce,
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&client->sess.saberLevel,
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&client->sess.selectedFP,
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&client->sess.duelTeam,
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&client->sess.siegeDesiredTeam,
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client->sess.siegeClass,
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client->sess.IP
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);
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client->sess.sessionTeam = (team_t)tempSessionTeam;
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client->sess.spectatorState = (spectatorState_t)tempSpectatorState;
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client->sess.teamLeader = (qboolean)tempTeamLeader;
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// convert back to spaces from unused chars, as session data is written that way.
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for ( i=0; client->sess.siegeClass[i]; i++ )
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{
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if (client->sess.siegeClass[i] == 1)
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client->sess.siegeClass[i] = ' ';
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}
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for ( i=0; client->sess.IP[i]; i++ )
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{
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if (client->sess.IP[i] == 1)
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client->sess.IP[i] = ' ';
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}
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client->ps.fd.saberAnimLevel = client->sess.saberLevel;
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client->ps.fd.saberDrawAnimLevel = client->sess.saberLevel;
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client->ps.fd.forcePowerSelected = client->sess.selectedFP;
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}
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/*
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================
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G_InitSessionData
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Called on a first-time connect
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================
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*/
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void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot ) {
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clientSession_t *sess;
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const char *value;
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sess = &client->sess;
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client->sess.siegeDesiredTeam = TEAM_FREE;
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// initial team determination
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if ( level.gametype >= GT_TEAM ) {
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if ( g_teamAutoJoin.integer && !(g_entities[client-level.clients].r.svFlags & SVF_BOT) ) {
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sess->sessionTeam = PickTeam( -1 );
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client->ps.fd.forceDoInit = 1; //every time we change teams make sure our force powers are set right
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} else {
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// always spawn as spectator in team games
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if (!isBot)
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{
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sess->sessionTeam = TEAM_SPECTATOR;
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}
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else
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{ //Bots choose their team on creation
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value = Info_ValueForKey( userinfo, "team" );
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if (value[0] == 'r' || value[0] == 'R')
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{
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sess->sessionTeam = TEAM_RED;
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}
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else if (value[0] == 'b' || value[0] == 'B')
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{
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sess->sessionTeam = TEAM_BLUE;
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}
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else
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{
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sess->sessionTeam = PickTeam( -1 );
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}
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client->ps.fd.forceDoInit = 1; //every time we change teams make sure our force powers are set right
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}
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}
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} else {
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value = Info_ValueForKey( userinfo, "team" );
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if ( value[0] == 's' ) {
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// a willing spectator, not a waiting-in-line
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sess->sessionTeam = TEAM_SPECTATOR;
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} else {
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switch ( level.gametype ) {
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default:
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case GT_FFA:
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case GT_HOLOCRON:
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case GT_JEDIMASTER:
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case GT_SINGLE_PLAYER:
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if ( g_maxGameClients.integer > 0 &&
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level.numNonSpectatorClients >= g_maxGameClients.integer ) {
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sess->sessionTeam = TEAM_SPECTATOR;
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} else {
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sess->sessionTeam = TEAM_FREE;
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}
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break;
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case GT_DUEL:
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// if the game is full, go into a waiting mode
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if ( level.numNonSpectatorClients >= 2 ) {
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sess->sessionTeam = TEAM_SPECTATOR;
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} else {
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sess->sessionTeam = TEAM_FREE;
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}
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break;
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case GT_POWERDUEL:
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//sess->duelTeam = DUELTEAM_LONE; //default
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{
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int loners = 0;
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int doubles = 0;
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G_PowerDuelCount(&loners, &doubles, qtrue);
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if (!doubles || loners > (doubles/2))
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{
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sess->duelTeam = DUELTEAM_DOUBLE;
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}
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else
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{
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sess->duelTeam = DUELTEAM_LONE;
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}
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}
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sess->sessionTeam = TEAM_SPECTATOR;
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break;
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}
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}
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}
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sess->spectatorState = SPECTATOR_FREE;
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AddTournamentQueue(client);
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sess->siegeClass[0] = 0;
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G_WriteClientSessionData( client );
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}
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/*
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==================
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G_InitWorldSession
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==================
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*/
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void G_InitWorldSession( void ) {
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char s[MAX_STRING_CHARS];
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int gt;
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trap->Cvar_VariableStringBuffer( "session", s, sizeof(s) );
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gt = atoi( s );
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// if the gametype changed since the last session, don't use any
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// client sessions
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if ( level.gametype != gt ) {
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level.newSession = qtrue;
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trap->Print( "Gametype changed, clearing session data.\n" );
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}
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}
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/*
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==================
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G_WriteSessionData
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==================
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*/
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void G_WriteSessionData( void ) {
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int i;
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trap->Cvar_Set( "session", va("%i", level.gametype) );
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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if ( level.clients[i].pers.connected == CON_CONNECTED ) {
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G_WriteClientSessionData( &level.clients[i] );
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}
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}
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}
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